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ВЕРСИИ (170)
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.207Minecraft: 26.2quilt
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.104Minecraft: 26.2neoforge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.136Minecraft: 26.2forge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.3,7 тыс.Minecraft: 26.2fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.34Minecraft: 26.1.2quilt
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.24Minecraft: 26.1.2neoforge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.39Minecraft: 26.1.2forge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.775Minecraft: 26.1.2fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.6Minecraft: 26.1.1quilt
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.6Minecraft: 26.1.1neoforge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.6Minecraft: 26.1.1forge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.101Minecraft: 26.1.1fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.27Minecraft: 26.1quilt
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.4Minecraft: 26.1neoforge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.20Minecraft: 26.1forge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.234Minecraft: 26.1fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.126Minecraft: 1.21.11quilt
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.98Minecraft: 1.21.11neoforge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.233Minecraft: 1.21.11forge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.8,8 тыс.Minecraft: 1.21.11fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.10Minecraft: 1.21.10quilt
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.3Minecraft: 1.21.10neoforge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.25Minecraft: 1.21.10forge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.239Minecraft: 1.21.10fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.4Minecraft: 1.21.9quilt
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.0Minecraft: 1.21.9neoforge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.3Minecraft: 1.21.9forge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.21Minecraft: 1.21.9fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.7Minecraft: 1.21.8quilt
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.5Minecraft: 1.21.8neoforge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.18Minecraft: 1.21.8forge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.170Minecraft: 1.21.8fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.3Minecraft: 1.21.7quilt
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.3Minecraft: 1.21.7neoforge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.2Minecraft: 1.21.7forge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.21Minecraft: 1.21.7fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.4Minecraft: 1.21.6quilt
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.0Minecraft: 1.21.6neoforge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.3Minecraft: 1.21.6forge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.21Minecraft: 1.21.6fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.2Minecraft: 1.21.5quilt
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.4Minecraft: 1.21.5neoforge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.2Minecraft: 1.21.5forge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.120Minecraft: 1.21.5fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.6Minecraft: 1.21.4quilt
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.10Minecraft: 1.21.4neoforge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.23Minecraft: 1.21.4forge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.607Minecraft: 1.21.4fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.0Minecraft: 1.21.3quilt
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.0Minecraft: 1.21.3neoforge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.4Minecraft: 1.21.3forge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.23Minecraft: 1.21.3fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.0Minecraft: 1.21.2quilt
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.4Minecraft: 1.21.2neoforge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.9Minecraft: 1.21.2fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.8Minecraft: 1.21.1quilt
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.124Minecraft: 1.21.1neoforge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.33Minecraft: 1.21.1forge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.684Minecraft: 1.21.1fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.12Minecraft: 1.21quilt
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.2Minecraft: 1.21neoforge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.10Minecraft: 1.21forge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.250Minecraft: 1.21fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.8Minecraft: 1.20.6quilt
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.6Minecraft: 1.20.6forge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.23Minecraft: 1.20.6fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.0Minecraft: 1.20.5quilt
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.8Minecraft: 1.20.5fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.0Minecraft: 1.20.4quilt
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.6Minecraft: 1.20.4forge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.39Minecraft: 1.20.4fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.0Minecraft: 1.20.3quilt
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.2Minecraft: 1.20.3forge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.0Minecraft: 1.20.3fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.0Minecraft: 1.20.2quilt
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.0Minecraft: 1.20.2forge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.13Minecraft: 1.20.2fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.13Minecraft: 1.20.1quilt
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.295Minecraft: 1.20.1forge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.453Minecraft: 1.20.1fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.0Minecraft: 1.20quilt
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.6Minecraft: 1.20forge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.17Minecraft: 1.20fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.14Minecraft: 1.19.4fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.5Minecraft: 1.19.3fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.14Minecraft: 1.19.2fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.4Minecraft: 1.19.1fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.4Minecraft: 1.19fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.22Minecraft: 1.18.2fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.4Minecraft: 1.18.1fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.10Minecraft: 1.18fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.11Minecraft: 1.17.1fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.16Minecraft: 1.17fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.164Minecraft: 26.3quilt
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.159Minecraft: 26.3neoforge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.413Minecraft: 26.3forge
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
AutoAim 3.0.0
3.0.011 окт. 2026 г.4 тыс.Minecraft: 26.3fabric
Что нового
# AutoAim 3.0.0
AutoAim 3.0.0 introduces automatic mob following, smoother target tracking, easier manual camera control, and automatic target selection after a kill. This update also simplifies aim strength, expands detection-angle controls, and improves the settings interface.
### Added
* Added **Follow Camera**, an independent option for keeping the camera focused on the active target. Enabled by default.
* Added **Walk After Mob**, an option for automatically approaching the targeted mob and stopping nearby. Enabled by default.
* Added manual movement priority and basic obstacle, jump, and unsafe-drop checks for automatic following.
* Added **Next Target**, which automatically searches for another eligible target after the active target dies. Enabled by default.
* Added **Next Angle**, a separate detection angle for target selection after a kill. Defaults to **360 degrees**.
* Added an independent **Empty Hand** option, allowing assistance without holding an item. Enabled by default.
* Added crosshair-based target reacquisition after manually releasing aim assistance.
* Added draggable scrollbars to settings pages with more options than can fit on screen.
* Added Quilt support.
### Changed
* Rebuilt aim strength around three levels: **Low**, **Medium**, and **High**. **Medium** remains the default.
* Improved camera response when following moving targets, while keeping initial acquisition and small mouse adjustments smooth.
* Small mouse movements now keep assistance attached to the active target.
* Deliberately moving the mouse away now releases the target and stops both camera tracking and automatic following.
* After a manual release, assistance waits until the crosshair points at a valid target instead of pulling the camera back automatically.
* Expanded **Detection Angle** to **1–360 degrees**, with a default of **180 degrees**. A setting of 180 covers the area in front of the current view; 360 covers all directions.
* Initial target detection and target selection after a kill now use separate angle settings.
* Direct transitions to the next target use the shortest camera turn without restoring the previous view first.
* Disabling **Next Target** now requires pointing the crosshair at another valid target after a kill.
* Renamed **Hostile** and **Passive** target controls to **Monsters** and **Animals**.
* Changed animal targeting to **ON** by default.
* AutoAim is now enabled by default in singleplayer with a new or reset configuration.
* Improved settings alignment, confirmation-dialog layout, and notification placement.
* Updated English and Indonesian descriptions for the new controls.
### Fixed
* Fixed camera jitter when moving sideways while tracking a nearby target.
* Fixed nearby mobs being missed when the crosshair intersects their body but the selected aim point falls outside the detection angle.
* Fixed cases where pointing back at a valid mob failed to reacquire it.
* Fixed player movement or automatic camera rotation being mistaken for a deliberate mouse release.
* Fixed automatic view restoration pulling the camera back after a manual target release.
* Fixed connection cleanup unexpectedly disabling AutoAim when starting or leaving singleplayer.
* Fixed the previous singleplayer enabled state not being restored after leaving multiplayer.
* Fixed notifications appearing over the settings interface.
* Fixed off-center notification text and inconsistent confirmation-text alignment.
* Fixed settings options becoming difficult to reach on shorter screens.
### Removed
* Removed **Very Low** and **Ultra** from the aim-strength selector.
* Removed aim-status text from the settings pages.
* Removed the internal build identifier from the Bug Report screen.
* Removed automatic migration of settings from older configuration formats.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in and applicable session confirmation.
* New tracking and following options respect server support, target filters, configured distances, and the **Visible Only** setting.
* AutoAim does not automatically attack, click, or use items.
### Notes
* **Updating replaces older configuration formats with the new default settings once. Previous settings are not carried over, and no upgrade backup is created. Review your settings after updating.**
* Settings saved in the current configuration format remain saved on subsequent launches.
* **Follow Camera** and **Walk After Mob** can be enabled or disabled independently.
* Automatic following uses direct movement and does not find complex routes around obstacles.
* **Next Target** only starts a new search after the active target dies. Manually releasing a target does not trigger it.
* A 360-degree detection angle expands the search area; targets must still meet the configured distance, visibility, and filtering requirements.
* **Return After Aim** remains available when tracking ends without an immediate replacement target.
* Features and settings remain consistent across supported Fabric, Forge, NeoForge, and Quilt builds.
release
Auto Aim 2.0.5
2.0.510 окт. 2026 г.258Minecraft: 26.3fabric
Что нового
# AutoAim 2.0.5
AutoAim 2.0.5 improves target selection, ranged prediction, manual camera control, settings reliability, and multiplayer session handling.
### Added
* Added more precise mouse-motion tracking for manual camera override and view restoration.
* Added on-demand Threat updates while assistance is active and server support is available.
### Changed
* Improved target selection when looking upward or downward.
* Improved arrow prediction for moving targets and moving players.
* Improved prediction handling for crossbow arrows and firework rockets.
* Reduced repeated projectile prediction calculations when tracking conditions remain unchanged.
* Improved weapon selection when ranged and melee items are held in different hands.
* Changed Lowest Health priority to select the target with the lowest remaining health.
* Improved configuration messages, unsaved settings handling, and layouts on smaller screens.
### Fixed
* Fixed bows and crossbow arrows selecting teammates protected by team friendly-fire rules.
* Fixed arrow-specific target restrictions affecting rocket and melee assistance.
* Fixed target-priority modes being overridden by unrelated angle or distance preferences.
* Fixed inconsistent field-of-view checks for targets above or below the player.
* Fixed missed prediction opportunities for nearby ranged targets.
* Fixed an incorrect arrow launch offset affecting ranged prediction.
* Fixed server camera corrections being mistaken for manual mouse movement.
* Fixed manual override behaving inconsistently at different frame rates.
* Fixed old mouse movement affecting assistance after target changes, pauses, or resets.
* Fixed an idle bow in the offhand interfering with main-hand melee assistance.
* Fixed entity search text and focus being lost after scrolling or resizing the settings screen.
* Fixed entity-list alignment in two-column layouts.
* Fixed failed saves discarding unsaved settings or hiding the error behind a confirmation screen.
* Fixed additional configuration fields being lost during loading and saving.
* Fixed temporary read errors causing valid configuration files to be treated as damaged.
* Fixed configuration files from newer AutoAim versions being overwritten or enabling unsupported assistance.
* Fixed outdated Threat information remaining available after connection changes or interrupted updates.
* Fixed multiplayer approval remaining active after server support was lost.
### Security
* Multiplayer assistance continues to require explicit server-side opt-in.
* Assistance remains unavailable when the server does not provide the required support.
* Session approval is cleared after disconnecting or losing server support.
* Configuration files requiring a newer AutoAim version are preserved without modification.
* Donate and Bug Report links continue to use Minecraft's link-confirmation screen.
### Notes
* AutoAim provides camera assistance and does not automatically attack, click, or use items.
* Multiplayer requires a compatible server-side AutoAim component.
* Prediction assumes consistent movement and does not account for every collision, sudden direction change, network delay, or modded projectile behavior.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.236Minecraft: 1.21neoforge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.261Minecraft: 1.21.1neoforge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.18Minecraft: 1.21.2neoforge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.22Minecraft: 1.21.3neoforge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.38Minecraft: 1.21.4neoforge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.23Minecraft: 1.21.5neoforge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.18Minecraft: 1.21.6neoforge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.18Minecraft: 1.21.7neoforge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.33Minecraft: 1.21.8neoforge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.35Minecraft: 1.21.9neoforge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.42Minecraft: 1.21.10neoforge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.272Minecraft: 1.21.11neoforge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.41Minecraft: 26.1neoforge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.41Minecraft: 26.1.1neoforge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.137Minecraft: 26.1.2neoforge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.500Minecraft: 26.2neoforge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.33Minecraft: 1.20forge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.417Minecraft: 1.20.1forge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.16Minecraft: 1.20.2forge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.21Minecraft: 1.20.3forge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.27Minecraft: 1.20.4forge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.31Minecraft: 1.20.6forge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.40Minecraft: 1.21forge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.64Minecraft: 1.21.1forge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.23Minecraft: 1.21.3forge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.54Minecraft: 1.21.4forge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.17Minecraft: 1.21.5forge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.21Minecraft: 1.21.6forge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.26Minecraft: 1.21.7forge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.23Minecraft: 1.21.8forge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.43Minecraft: 1.21.9forge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.40Minecraft: 1.21.10forge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.365Minecraft: 1.21.11forge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.54Minecraft: 26.1forge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.44Minecraft: 26.1.1forge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.93Minecraft: 26.1.2forge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
Auto Aim 2.0.0
2.0.028 авг. 2026 г.692Minecraft: 26.2forge
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-1.17 - Fabric
2.0.017 июл. 2026 г.239Minecraft: 1.17fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-1.17.1 - Fabric
2.0.017 июл. 2026 г.80Minecraft: 1.17.1fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-1.18 - Fabric
2.0.017 июл. 2026 г.64Minecraft: 1.18fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-1.18.1 - Fabric
2.0.017 июл. 2026 г.31Minecraft: 1.18.1fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-1.18.2 - Fabric
2.0.017 июл. 2026 г.71Minecraft: 1.18.2fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-1.19 - Fabric
2.0.017 июл. 2026 г.41Minecraft: 1.19fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-1.19.1 - Fabric
2.0.017 июл. 2026 г.31Minecraft: 1.19.1fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-1.19.2 - Fabric
2.0.017 июл. 2026 г.119Minecraft: 1.19.2fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-1.19.3 - Fabric
2.0.017 июл. 2026 г.29Minecraft: 1.19.3fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-1.19.4 - Fabric
2.0.017 июл. 2026 г.65Minecraft: 1.19.4fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-1.20 - Fabric
2.0.017 июл. 2026 г.87Minecraft: 1.20fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-1.20.1 - Fabric
2.0.017 июл. 2026 г.994Minecraft: 1.20.1fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-1.20.2 - Fabric
2.0.017 июл. 2026 г.52Minecraft: 1.20.2fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-1.20.3 - Fabric
2.0.017 июл. 2026 г.17Minecraft: 1.20.3fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-1.20.4 - Fabric
2.0.017 июл. 2026 г.177Minecraft: 1.20.4fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-1.20.5 - Fabric
2.0.017 июл. 2026 г.44Minecraft: 1.20.5fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-1.20.6 - Fabric
2.0.017 июл. 2026 г.69Minecraft: 1.20.6fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-1.21 - Fabric
2.0.017 июл. 2026 г.755Minecraft: 1.21fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-1.21.1 - Fabric
2.0.017 июл. 2026 г.1,6 тыс.Minecraft: 1.21.1fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-1.21.2 - Fabric
2.0.017 июл. 2026 г.86Minecraft: 1.21.2fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-1.21.3 - Fabric
2.0.017 июл. 2026 г.83Minecraft: 1.21.3fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-1.21.4 - Fabric
2.0.017 июл. 2026 г.1,7 тыс.Minecraft: 1.21.4fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-1.21.5 - Fabric
2.0.017 июл. 2026 г.271Minecraft: 1.21.5fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-1.21.6 - Fabric
2.0.017 июл. 2026 г.98Minecraft: 1.21.6fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-1.21.7 - Fabric
2.0.017 июл. 2026 г.60Minecraft: 1.21.7fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-1.21.8 - Fabric
2.0.017 июл. 2026 г.536Minecraft: 1.21.8fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-1.21.9 - Fabric
2.0.017 июл. 2026 г.107Minecraft: 1.21.9fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-1.21.10 - Fabric
2.0.017 июл. 2026 г.671Minecraft: 1.21.10fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-1.21.11 - Fabric
2.0.017 июл. 2026 г.19,4 тыс.Minecraft: 1.21.11fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-26.1 - Fabric
2.0.017 июл. 2026 г.641Minecraft: 26.1fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-26.1.1 - Fabric
2.0.017 июл. 2026 г.300Minecraft: 26.1.1fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-26.1.2 - Fabric
2.0.017 июл. 2026 г.2,8 тыс.Minecraft: 26.1.2fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
2.0.0-26.2 - Fabric
2.0.016 июл. 2026 г.11 тыс.Minecraft: 26.2fabric
Что нового
# AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
### Added
* Added five ready-to-use gameplay presets:
* **Balanced** for general gameplay.
* **Smooth** for gentler camera movement.
* **Fast Combat** for faster target tracking.
* **Bow Practice** for ranged practice.
* **Melee Assist** for close-range assistance.
* Added the **Very Low** aim-strength level.
* Added five configurable target-priority modes:
* Crosshair
* Nearest
* Lowest Health
* Threat
* Balanced
* Added four configurable aim-point modes:
* Center
* Upper Body
* Head
* Dynamic
* Added configurable target HUD modes:
* Off
* Name Only
* Name and Distance
* Full
* Added target movement prediction for bows and charged crossbows.
* Added projectile-drop compensation for ranged targets.
* Added automatic projectile-speed adjustment based on bow charge.
* Added minimum bow-charge handling to prevent extreme prediction at very low charge.
* Added strength-based target stickiness.
* Added target-switching thresholds to reduce unnecessary switching between similar targets.
* Added manual target locking.
* Added a dedicated remappable keybind for locking or unlocking the current target.
* Added target-lock notifications.
* Added a notification when no valid target is available to lock.
* Added optional camera restoration after target tracking ends.
* Added restoration of both the original horizontal and vertical camera direction.
* Added manual camera-override detection while tracking a target.
* Added manual camera-override detection while restoring the previous view.
* Added an optional line-of-sight requirement for target selection.
* Added separate target controls for hostile and passive mobs.
* Added spherical distance validation for potential targets.
* Added vertical target handling through full three-dimensional distance and angle calculations.
* Added threat detection for mobs currently targeting the player.
* Added configurable blocked-entity rules.
* Added configurable priority-entity rules.
* Added registry-ID-based entity configuration.
* Added automatic normalization of configured entity registry IDs.
* Added support for configured entity IDs that are not currently registered.
* Added searchable **Blocked** and **Priority** entity tabs.
* Added automatic conflict handling between Blocked and Priority lists.
* Added entity search matching for:
* Display names
* Full registry IDs
* Namespaces
* Registry paths
* Added entity-list filters for:
* All entities
* Hostile mobs
* Passive mobs
* Players
* Modded entities
* Added automatic discovery of compatible entity types from the game registry.
* Added support for detecting compatible entities from modded namespaces.
* Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
* Added automatic alphabetical sorting for entity lists.
* Added one-column and two-column entity-list layouts based on available screen space.
* Added an interactive scrollbar for long entity lists.
* Added a **Show All** option when a search returns no results.
* Added an optional outline for the currently tracked target.
* Added a target-information panel in the upper-right corner.
* Added target name display.
* Added target-distance display.
* Added current and maximum target-health display.
* Added target tracking and lock-status display.
* Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
* Added smooth notification fade-in and fade-out effects.
* Added automatic disabling when joining multiplayer.
* Added per-session multiplayer approval.
* Added a multiplayer confirmation screen for supported servers.
* Added visible multiplayer server-support status in the settings interface.
* Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
* Added a complete category-based settings interface.
* Added dedicated pages for:
* Presets
* Aim
* Targets
* UI
* Safety
* Added a draft-based settings system.
* Added an **Apply** button that is enabled only when settings have changed.
* Added a reset-confirmation dialog.
* Added an unsaved-changes confirmation dialog.
* Added **Discard** and **Keep Editing** options.
* Added responsive settings layouts for compact and large screens.
* Added screen-size-aware margins, button widths, columns, and scrolling.
* Added detailed descriptions and tooltips for important settings.
* Added a **Donate** shortcut to the settings interface.
* Added a dedicated **Bug Report** screen.
* Added CurseForge and Discord bug-report destinations.
* Added safe link-confirmation screens before opening external pages.
* Added English localization.
* Added Indonesian localization.
* Added automatic migration for older AutoAim configurations.
* Added migration support for the previous aim-strength scale.
* Added migration support for the legacy closest-target preference.
* Added migration support for older preset configurations.
* Added migration support for older entity-list configurations.
* Added automatic validation and clamping of numeric configuration values.
* Added automatic cleanup of empty and duplicate entity IDs.
* Added automatic backup of malformed configuration files.
* Added automatic recovery with safe defaults when a configuration cannot be loaded.
* Added a dedicated source JAR to supported builds.
* Added the AutoAim license file to the generated JAR.
### Changed
* Completely redesigned the AutoAim settings interface.
* Reorganized the settings workflow into clearer gameplay categories.
* Replaced direct setting changes with a draft-and-apply workflow.
* Settings changes are now saved only after selecting **Apply**.
* Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
* Closing the settings with unsaved changes now opens a confirmation dialog.
* Returning from a settings subpage now opens the Home page before closing the interface.
* Improved interface spacing and readability.
* Improved interface behavior on smaller window sizes.
* Improved interface behavior on wider window sizes.
* Improved button sizing, margins, grid placement, and footer positioning.
* Improved scrolling behavior throughout the settings pages.
* Improved entity-list scrolling so movement remains aligned with visible rows.
* Improved search focus handling after rebuilding the entity list.
* Improved tooltip placement and target-rule explanations.
* Improved external-link handling with Minecraft’s standard confirmation workflow.
* Expanded aim strength from four levels to five.
* Retuned all aim-strength response values.
* Retuned target-stickiness behavior for every strength level.
* Changed older aim-strength values during migration to preserve approximately equivalent behavior.
* Expanded target selection beyond basic smooth switching.
* Reworked target scoring around the selected priority mode.
* Improved Crosshair priority by favoring targets closest to the player’s current view.
* Improved Nearest priority by favoring physical distance.
* Improved Lowest Health priority by considering the target’s remaining health percentage.
* Improved Threat priority by favoring mobs currently targeting the player.
* Improved Balanced priority by combining angular and physical distance.
* Priority entities now receive an additional selection advantage.
* Blocked entities are now rejected before target scoring.
* Improved active-target stability with hysteresis.
* Improved target switching so a new candidate must provide a meaningful advantage.
* Improved tracking outside the normal selection angle by using a strength-based sticky angle.
* Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
* Improved target-angle calculations using the center of the entity’s bounding box.
* Improved target scanning so normal selection is refreshed approximately every two client ticks.
* Improved performance by validating the current target between full target scans.
* Separated target selection from camera rotation.
* Target selection is now performed during client ticks.
* Camera movement is now applied during rendered frames.
* Improved camera smoothness across different frame rates.
* Improved frame-time handling by limiting unusually large smoothing steps.
* Improved ranged assistance with movement lead and projectile-drop compensation.
* Improved bow assistance by adjusting prediction according to charge duration.
* Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
* Improved melee assistance with gentler response scaling.
* Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
* Improved camera-control priority so direct player movement can cancel automatic tracking.
* Improved camera restoration so it returns to the view captured before the first target was acquired.
* Improved camera restoration so switching directly between targets does not replace the original return position.
* Improved restoration completion with precise final camera alignment.
* Improved target locking so it freezes the currently tracked target instead of searching for a new one.
* Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
* Improved item eligibility checks.
* Bow and crossbow assistance now respects the **Bow Use** setting.
* Charged crossbows can remain eligible without being actively used.
* Melee assistance now uses a separate melee range.
* Optional non-weapon assistance now supports other held items and an empty hand.
* Improved supported melee-item classification for swords, axes, spears, and tridents.
* Replaced the general mob-targeting control with separate hostile and passive controls.
* Improved player and invisible-target filtering.
* Improved modded-entity handling through registry-based discovery.
* Improved Blocked and Priority rule management so one entity cannot remain in both lists.
* Improved target outlining so only the current active target receives the forced glowing state.
* Improved target HUD validation.
* Target information is now hidden while another interface is open.
* Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
* Improved target HUD layout so its width adjusts to the displayed content.
* Improved notification placement and timing.
* Improved repeated notification handling by replacing the previous message cleanly.
* Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
* Improved multiplayer join handling by recording server capability when the session begins.
* Improved multiplayer safety so unsupported servers cannot enable AutoAim.
* Improved supported-server behavior with an optional warning before enabling.
* Improved multiplayer session isolation by clearing approval after disconnecting.
* Improved configuration normalization before loading, replacing, and saving settings.
* Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
* Improved fallback behavior for missing enum values.
* Improved compatibility with older target-priority settings.
* Improved compatibility with older aim-strength settings.
* Improved compatibility with older preset settings.
* Improved compatibility with legacy entity configurations.
* Improved damaged-configuration handling with recoverable `.broken` backups.
* Updated the default preset to **Balanced**.
* Updated the default aim strength to **Medium**.
* Updated the default target priority to **Crosshair**.
* Updated the default aim point to **Upper Body**.
* Updated the default ranged distance to 24 blocks.
* Updated the default melee distance to 8 blocks.
* Updated the default view angle to 24 degrees.
* Updated the default target HUD mode to **Off**.
* Updated the default keybinds:
* `K` opens or closes the AutoAim interface.
* `J` enables or disables AutoAim.
* `N` locks or unlocks the active target.
* Updated the configuration revision to revision 6.
* Updated the main release JAR naming format.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed unstable switching between similarly positioned targets.
* Fixed targets switching when a new candidate was only marginally better.
* Fixed active targets remaining selected after becoming invalid.
* Fixed dead targets remaining available for tracking.
* Fixed removed entities remaining available for tracking.
* Fixed targets from a previous world remaining active after a level change.
* Fixed target state carrying over after disconnecting.
* Fixed target state carrying over after joining another world.
* Fixed target-lock state carrying over after changing worlds.
* Fixed return-view state carrying over after changing worlds.
* Fixed target tracking continuing while another interface is open.
* Fixed camera restoration continuing after an interface is opened.
* Fixed manual camera movement fighting against active aim assistance.
* Fixed small manual movements being ignored at lower aim strengths.
* Fixed tracking continuing after manual movement exceeds the configured strength threshold.
* Fixed view restoration continuing after the player manually moves the camera.
* Fixed view restoration returning to an incorrect horizontal direction.
* Fixed view restoration returning to an incorrect vertical direction.
* Fixed the return position being replaced unnecessarily when switching directly between targets.
* Fixed view restoration stopping before reaching the original camera direction.
* Fixed abrupt melee camera movement at lower aim strengths.
* Fixed inconsistent camera smoothing at different frame rates.
* Fixed unusually large frame-time changes causing oversized camera movements.
* Fixed excessive upward bow movement at very low charge.
* Fixed projectile-drop prediction producing extreme results at low bow charge.
* Fixed charged crossbows becoming ineligible immediately after reloading.
* Fixed ranged tracking starting when **Bow Use** is enabled but the weapon is not being used.
* Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
* Fixed melee weapons incorrectly using the ranged targeting distance.
* Fixed locked targets remaining active after moving outside the valid range.
* Fixed locked targets remaining active after leaving the allowed view angle.
* Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
* Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
* Fixed target locking attempting to create a new target when no active target exists.
* Fixed target unlock state not matching the current tracked entity.
* Fixed blocked entities being considered during target scoring.
* Fixed priority entities not consistently receiving selection preference.
* Fixed entities remaining in both the Blocked and Priority lists.
* Fixed duplicate entity registry IDs remaining in configuration lists.
* Fixed empty entity registry IDs remaining in configuration lists.
* Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
* Fixed configured but currently unavailable entities disappearing from the settings list.
* Fixed entity search failing to match registry namespaces and paths.
* Fixed entity filters incorrectly hiding some modded entries.
* Fixed entity-list offsets moving outside the valid range after a search or filter change.
* Fixed entity-list scrolling becoming misaligned in two-column mode.
* Fixed scrollbar size and position inconsistencies after filtering.
* Fixed search focus being lost after rebuilding the entity list.
* Fixed the empty-result interface not providing a quick way to restore all entries.
* Fixed target information remaining visible after tracking ends.
* Fixed target information remaining visible while AutoAim is disabled.
* Fixed target information remaining visible on unsupported multiplayer servers.
* Fixed target information remaining visible while another interface is open.
* Fixed target highlighting remaining active after the tracked target is cleared.
* Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
* Fixed multiplayer AutoAim being enabled without server opt-in.
* Fixed unsupported servers opening the multiplayer enable workflow.
* Fixed multiplayer approval carrying over after disconnecting.
* Fixed server capability state carrying over between sessions.
* Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
* Fixed reset operations immediately overwriting saved settings.
* Fixed resetting settings unexpectedly changing the draft enabled state.
* Fixed unsaved settings being discarded without confirmation.
* Fixed the Apply button being active when no configuration values changed.
* Fixed manually edited preset values continuing to display a non-Custom preset.
* Fixed malformed ranged-distance values being used outside supported limits.
* Fixed malformed melee-distance values being used outside supported limits.
* Fixed malformed view-angle values being used outside supported limits.
* Fixed missing aim-strength values preventing safe configuration loading.
* Fixed missing target-priority values preventing safe configuration loading.
* Fixed missing aim-point values preventing safe configuration loading.
* Fixed missing target-HUD values preventing safe configuration loading.
* Fixed older closest-target preferences not migrating to the new target-priority system.
* Fixed older aim-strength values producing significantly different behavior after updating.
* Fixed legacy preset states remaining selected when their values no longer match.
* Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
* Fixed configuration backup failures potentially overwriting the original invalid file.
* Fixed interface elements overlapping at compact screen sizes.
* Fixed footer buttons becoming inaccessible on short screens.
* Fixed settings rows rendering outside the available content area.
* Fixed repeated status messages producing inconsistent visible state.
* Fixed possible null-state problems during player, world, screen, and connection transitions.
### Removed
* Removed the legacy four-level aim-strength behavior.
* Removed the previous simplified settings workflow.
* Removed immediate saving when resetting settings from the interface.
* Removed unrestricted direct editing of the active configuration while the settings screen is open.
* Removed the legacy general mob-targeting control from the active settings interface.
* Removed the legacy closest-target preference from active runtime target scoring.
* Removed reliance on basic distance-only target switching.
* Removed the previous single-layout entity-management workflow.
* Removed persistent multiplayer approval between server sessions.
* Removed target information while another game interface is open.
* Removed support for keeping an invalid locked target active.
* Removed outdated default preset behavior from older configuration revisions.
### Security
* AutoAim continues to require explicit server-side opt-in for multiplayer use.
* A multiplayer server must advertise the `autoaim:server_opt_in` networking capability before AutoAim can be enabled.
* The client checks for server support before applying aim rotation.
* Servers opt in by installing a compatible AutoAim server component that registers the required capability.
* The server capability acts only as an opt-in marker and does not control attacks or player rotation.
* AutoAim does not send an opt-in payload merely to activate its features.
* AutoAim is automatically disabled when joining an unsupported multiplayer server.
* AutoAim cannot be enabled when the current multiplayer server has not opted in.
* Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
* Multiplayer approval applies only to the current session.
* Multiplayer approval and detected server capability are cleared after disconnecting.
* AutoAim does not include automatic attacks or clicks.
* AutoAim does not manipulate attack packets.
* AutoAim does not manipulate rotation packets.
* AutoAim does not control server-side hit detection.
* AutoAim does not include anti-cheat bypass features.
* AutoAim does not attempt to hide its operation from servers.
* AutoAim does not provide permission bypasses.
* AutoAim does not target through walls when the line-of-sight requirement is enabled.
* External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
* Malformed configuration files are backed up before safe defaults are restored.
* Configuration values are normalized and limited to supported ranges before use.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* AutoAim provides camera assistance only.
* AutoAim does not automatically attack, click, or use items.
* AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
* A compatible server-side component is required for multiplayer use.
* The dedicated server component only advertises support; it does not perform aim calculations.
* Singleplayer and integrated local servers do not require multiplayer opt-in.
* Multiplayer approval is reset after leaving the server.
* Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
* Permanent settings changes are saved through the **Apply** button.
* Ranged aim assistance currently supports bows and charged crossbows.
* Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
* Supported melee weapons include swords, axes, spears, and tridents.
* Melee weapon detection uses the explicitly supported item list.
* Other held items and an empty hand require the optional **Any Item** setting.
* Bow assistance can be limited to active weapon use.
* A charged crossbow remains eligible while the **Bow Use** requirement is enabled.
* Ranged prediction considers target movement and projectile drop.
* Ranged prediction is not a complete projectile-physics simulation.
* Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
* Target line-of-sight checks can be enabled through **Visible Only**.
* Blocked entities are never selected.
* Priority entities receive a selection advantage but must still pass all normal validity checks.
* Target locking only locks the currently tracked target and does not search for a new one.
* The target outline uses Minecraft’s normal glowing appearance.
* Custom outline colors are not currently available.
* Target notifications display one message at a time.
* Target information is hidden while another interface is open.
* Configuration hot reloading is not currently supported.
* Existing configuration files are migrated automatically where possible.
* Invalid configuration files are moved to an `autoaim.json.broken` backup when possible.
* Older compatibility fields may remain in the configuration to support migration.
* English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
* Keybinds can be changed through Minecraft’s standard Controls menu.
* Available features and behavior remain consistent across supported AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
* AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
* Backing up the existing configuration before updating is recommended.
release
1.0.1-26.2 - Fabric
1.0.115 июл. 2026 г.192Minecraft: 26.2fabric
Что нового
# AutoAim 1.0.1
AutoAim 1.0.1 is a security-focused update that introduces explicit server-side opt-in for multiplayer use and clarifies how AutoAim operates on online servers.
### Added
* Added a server-side opt-in requirement for multiplayer use.
* Added a dedicated server entrypoint so servers can explicitly support AutoAim.
* Added the `autoaim:server_opt_in` networking capability.
* Added automatic detection of whether the current multiplayer server supports AutoAim.
* Added multiplayer session-safety checks before aim assistance can modify the player’s camera.
* Added support for automatically disabling AutoAim on unsupported multiplayer servers.
### Changed
* Changed multiplayer behavior so AutoAim cannot operate unless the server explicitly opts in.
* AutoAim now checks server support before applying aim rotation in multiplayer.
* Updated the project description to explain the server-side opt-in requirement.
* Updated the README and multiplayer documentation with clearer usage information.
* Improved wording around client-side and server-side requirements.
* Updated release packaging and file naming for supported builds.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed wording that incorrectly suggested AutoAim could be used in multiplayer without server-side support.
* Fixed unclear documentation about the difference between singleplayer and multiplayer requirements.
* Fixed AutoAim potentially being enabled on a multiplayer server that had not explicitly opted in.
* Fixed multiplayer capability checks not being clearly represented in the project documentation.
### Security
* Multiplayer servers must explicitly advertise support before AutoAim can operate.
* AutoAim remains disabled when the connected server does not provide the required opt-in capability.
* The opt-in system uses the `autoaim:server_opt_in` networking channel.
* Installing only the client mod is not sufficient for multiplayer use.
* Singleplayer does not require the server-side opt-in component.
* AutoAim does not attempt to bypass server rules or permission requirements.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* This update primarily changes multiplayer permission and safety behavior.
* The server component acts as an explicit compatibility and permission marker.
* AutoAim’s core aim-assistance features remain unchanged from version 1.0.0.
* Server owners must install a compatible AutoAim server component to allow multiplayer use.
* Both the client and server must use compatible AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific file being downloaded.
* Use the AutoAim file intended for your exact Minecraft version and mod loader.
release
1.0.1-26.1.2 - Fabric
1.0.14 июн. 2026 г.2,5 тыс.Minecraft: 26.1.2fabric
Что нового
# AutoAim 1.0.1
AutoAim 1.0.1 is a security-focused update that introduces explicit server-side opt-in for multiplayer use and clarifies how AutoAim operates on online servers.
### Added
* Added a server-side opt-in requirement for multiplayer use.
* Added a dedicated server entrypoint so servers can explicitly support AutoAim.
* Added the `autoaim:server_opt_in` networking capability.
* Added automatic detection of whether the current multiplayer server supports AutoAim.
* Added multiplayer session-safety checks before aim assistance can modify the player’s camera.
* Added support for automatically disabling AutoAim on unsupported multiplayer servers.
### Changed
* Changed multiplayer behavior so AutoAim cannot operate unless the server explicitly opts in.
* AutoAim now checks server support before applying aim rotation in multiplayer.
* Updated the project description to explain the server-side opt-in requirement.
* Updated the README and multiplayer documentation with clearer usage information.
* Improved wording around client-side and server-side requirements.
* Updated release packaging and file naming for supported builds.
* Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
### Fixed
* Fixed wording that incorrectly suggested AutoAim could be used in multiplayer without server-side support.
* Fixed unclear documentation about the difference between singleplayer and multiplayer requirements.
* Fixed AutoAim potentially being enabled on a multiplayer server that had not explicitly opted in.
* Fixed multiplayer capability checks not being clearly represented in the project documentation.
### Security
* Multiplayer servers must explicitly advertise support before AutoAim can operate.
* AutoAim remains disabled when the connected server does not provide the required opt-in capability.
* The opt-in system uses the `autoaim:server_opt_in` networking channel.
* Installing only the client mod is not sufficient for multiplayer use.
* Singleplayer does not require the server-side opt-in component.
* AutoAim does not attempt to bypass server rules or permission requirements.
* Players remain responsible for following the rules of every multiplayer server.
### Notes
* This update primarily changes multiplayer permission and safety behavior.
* The server component acts as an explicit compatibility and permission marker.
* AutoAim’s core aim-assistance features remain unchanged from version 1.0.0.
* Server owners must install a compatible AutoAim server component to allow multiplayer use.
* Both the client and server must use compatible AutoAim builds.
* Minecraft, loader, API, and Java requirements depend on the specific file being downloaded.
* Use the AutoAim file intended for your exact Minecraft version and mod loader.