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ClubClient

ВЕРСИИ (14)

release

ClubClient 0.1.6+mc1.21.11

0.1.6+mc1.21.11
25 июл. 2026 г.1,2 тыс.Minecraft: 1.21.11fabric
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Что нового
**Saturation — the hunger bar, read in full.** A new module in Misc, off until you turn it on. It draws what AppleSkin draws: the saturation you already have sits as a thin overlay on the hunger bar, and hovering a piece of food previews how much hunger and saturation eating it would restore — and the hearts that hunger would later heal — before you take the bite. It reads values the client already holds and asks the server for nothing, so it behaves the same on a public server as in single-player. - **No exhaustion line.** AppleSkin can show the invisible exhaustion counter creeping toward your next lost hunger point, and the first cut of this module did too — but a vanilla server never sends that number to the client, so anywhere but single-player it was drawing a guess dressed as a fact. A readout that is honest in only one place is not honest, so it is gone. Everything Saturation shows is a value the client genuinely has. - Flat, in the HUD's own language — not a bar grafted in from another mod's screenshot. **Hitboxes — vanilla's F3+B, cleaned up.** A new Combat module that restyles the game's own hitbox overlay rather than drawing one of its own. Vanilla's F3+B throws a white box, a red eye-line and a blue look-vector over every entity at once; Hitboxes drops that to a single clean outline, colours it from the menu's palette, and lets you set the line width from 1.0 to 4.0. - **It shows what the game already shows, and no more.** Only entities you could see anyway, never through a wall, and it does not enlarge a single box — the shape it outlines is the exact one the game already uses for your hits. This is a paint job on a vanilla debug view, not a reach and not an ESP. Turning it on does not turn the boxes on; it styles them when the game is drawing them. - The entity under your crosshair is picked out from the rest, so in a crowd you can tell which box belongs to the thing your next hit will land on. **Hit Distance — how far away your last hit landed.** A new HUD readout, its card in Combat. The moment you land a hit on something it shows the distance to it, in blocks, and holds that number for ten seconds before it fades. No hit, nothing on screen: it reports what you just did, not what you might do. In the HUD editor it moves and scales like any other element. - An earlier version measured the live distance to whatever your crosshair sat on — green inside reach, red beyond it. But a number that names an opponent's range before you have touched them is the same soft cheat the Target chip refuses, so it was cut back to reporting only the hit you already threw. **The menu's settings live on their own panel now.** Right-click a module and its settings no longer unfold under the card and shove the grid down — they open in a slim panel down the right-hand side of the menu, the card lit on the left while you work. **Left-click a card toggles the module on or off; right-click opens its settings.** The cards are square now, the icon above the name. - A module with a colour to choose — Hitboxes, and the hitbox palette — gets a grid of swatches, not a slider you cannot read a colour off. - **Reset touches only what a module configures, and leaves it enabled or disabled exactly as you had it.** The old reset quietly switched ten of the thirteen modules back on. It is a plain left-click that swaps its own label to confirm instead of arming a second click, and it never reaches the enabled switch. **Crisp edges, and a HUD editor that stays out of its own way.** The menu and HUD render a touch sharper: the anti-aliasing ramp on every shape is exactly one device-pixel wide now, and thin lines snap to the pixel grid instead of smearing across two. In the editor, an element clamps to the screen edge instead of sliding half-off it, the toolbar sits along the bottom, the settings popover is slimmer and titleless, an element you are configuring holds still instead of dragging out from under you, and its background matches the chip the HUD draws in play. **A fourth Minecraft version: 1.21.6.** Club builds 1.21.1, 1.21.6, 1.21.8 and 1.21.11 from one source — four jars, one per version. Same modules, same keybinds, same HUD, same menu, same config. - The 1.21.6 jar declares `>=1.21.6 <1.21.7` and nothing wider. **1.21.7, 1.21.9 and 1.21.10 stay uncovered on purpose**: their mappings and Fabric API coordinates have never been measured here, and we do not claim a range we have not built against. - **Background FPS is not in the 1.21.6 build either**, for the same reason it is missing from 1.21.8 and 1.21.11 — Minecraft caps its own frame rate behind another window from 1.21.2 on. It remains a 1.21.1-only card. - **On 1.21.6 the particle cull is still ours.** Vanilla only took that job over at 1.21.11, so 1.21.6 sits on the near side of the line, alongside 1.21.1 and 1.21.8. - Everything else — Shulker Tooltip, Small Totem, Low Shield, hitbox styling, Item Scroll — is present on 1.21.6 exactly as it is on 1.21.8. **Two version boundaries were found mis-cut while adding the node.** Entity hitboxes and the shulker tooltip both read `<1.21.8`, which was true but untested: no version node had ever existed between 1.21.1 and 1.21.8, so the branch was never compiled anywhere inside that interval. Measured against 1.21.6, the real boundaries are **1.21.5** and **1.21.2**. Left alone, the 1.21.6 build would have quietly taken the 1.21.1 body.
release

ClubClient 0.1.6+mc1.21.8

0.1.6+mc1.21.8
25 июл. 2026 г.96Minecraft: 1.21.8fabric
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Что нового
**Saturation — the hunger bar, read in full.** A new module in Misc, off until you turn it on. It draws what AppleSkin draws: the saturation you already have sits as a thin overlay on the hunger bar, and hovering a piece of food previews how much hunger and saturation eating it would restore — and the hearts that hunger would later heal — before you take the bite. It reads values the client already holds and asks the server for nothing, so it behaves the same on a public server as in single-player. - **No exhaustion line.** AppleSkin can show the invisible exhaustion counter creeping toward your next lost hunger point, and the first cut of this module did too — but a vanilla server never sends that number to the client, so anywhere but single-player it was drawing a guess dressed as a fact. A readout that is honest in only one place is not honest, so it is gone. Everything Saturation shows is a value the client genuinely has. - Flat, in the HUD's own language — not a bar grafted in from another mod's screenshot. **Hitboxes — vanilla's F3+B, cleaned up.** A new Combat module that restyles the game's own hitbox overlay rather than drawing one of its own. Vanilla's F3+B throws a white box, a red eye-line and a blue look-vector over every entity at once; Hitboxes drops that to a single clean outline, colours it from the menu's palette, and lets you set the line width from 1.0 to 4.0. - **It shows what the game already shows, and no more.** Only entities you could see anyway, never through a wall, and it does not enlarge a single box — the shape it outlines is the exact one the game already uses for your hits. This is a paint job on a vanilla debug view, not a reach and not an ESP. Turning it on does not turn the boxes on; it styles them when the game is drawing them. - The entity under your crosshair is picked out from the rest, so in a crowd you can tell which box belongs to the thing your next hit will land on. **Hit Distance — how far away your last hit landed.** A new HUD readout, its card in Combat. The moment you land a hit on something it shows the distance to it, in blocks, and holds that number for ten seconds before it fades. No hit, nothing on screen: it reports what you just did, not what you might do. In the HUD editor it moves and scales like any other element. - An earlier version measured the live distance to whatever your crosshair sat on — green inside reach, red beyond it. But a number that names an opponent's range before you have touched them is the same soft cheat the Target chip refuses, so it was cut back to reporting only the hit you already threw. **The menu's settings live on their own panel now.** Right-click a module and its settings no longer unfold under the card and shove the grid down — they open in a slim panel down the right-hand side of the menu, the card lit on the left while you work. **Left-click a card toggles the module on or off; right-click opens its settings.** The cards are square now, the icon above the name. - A module with a colour to choose — Hitboxes, and the hitbox palette — gets a grid of swatches, not a slider you cannot read a colour off. - **Reset touches only what a module configures, and leaves it enabled or disabled exactly as you had it.** The old reset quietly switched ten of the thirteen modules back on. It is a plain left-click that swaps its own label to confirm instead of arming a second click, and it never reaches the enabled switch. **Crisp edges, and a HUD editor that stays out of its own way.** The menu and HUD render a touch sharper: the anti-aliasing ramp on every shape is exactly one device-pixel wide now, and thin lines snap to the pixel grid instead of smearing across two. In the editor, an element clamps to the screen edge instead of sliding half-off it, the toolbar sits along the bottom, the settings popover is slimmer and titleless, an element you are configuring holds still instead of dragging out from under you, and its background matches the chip the HUD draws in play. **A fourth Minecraft version: 1.21.6.** Club builds 1.21.1, 1.21.6, 1.21.8 and 1.21.11 from one source — four jars, one per version. Same modules, same keybinds, same HUD, same menu, same config. - The 1.21.6 jar declares `>=1.21.6 <1.21.7` and nothing wider. **1.21.7, 1.21.9 and 1.21.10 stay uncovered on purpose**: their mappings and Fabric API coordinates have never been measured here, and we do not claim a range we have not built against. - **Background FPS is not in the 1.21.6 build either**, for the same reason it is missing from 1.21.8 and 1.21.11 — Minecraft caps its own frame rate behind another window from 1.21.2 on. It remains a 1.21.1-only card. - **On 1.21.6 the particle cull is still ours.** Vanilla only took that job over at 1.21.11, so 1.21.6 sits on the near side of the line, alongside 1.21.1 and 1.21.8. - Everything else — Shulker Tooltip, Small Totem, Low Shield, hitbox styling, Item Scroll — is present on 1.21.6 exactly as it is on 1.21.8. **Two version boundaries were found mis-cut while adding the node.** Entity hitboxes and the shulker tooltip both read `<1.21.8`, which was true but untested: no version node had ever existed between 1.21.1 and 1.21.8, so the branch was never compiled anywhere inside that interval. Measured against 1.21.6, the real boundaries are **1.21.5** and **1.21.2**. Left alone, the 1.21.6 build would have quietly taken the 1.21.1 body.
release

ClubClient 0.1.6+mc1.21.6

0.1.6+mc1.21.6
25 июл. 2026 г.51Minecraft: 1.21.6fabric
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Что нового
**Saturation — the hunger bar, read in full.** A new module in Misc, off until you turn it on. It draws what AppleSkin draws: the saturation you already have sits as a thin overlay on the hunger bar, and hovering a piece of food previews how much hunger and saturation eating it would restore — and the hearts that hunger would later heal — before you take the bite. It reads values the client already holds and asks the server for nothing, so it behaves the same on a public server as in single-player. - **No exhaustion line.** AppleSkin can show the invisible exhaustion counter creeping toward your next lost hunger point, and the first cut of this module did too — but a vanilla server never sends that number to the client, so anywhere but single-player it was drawing a guess dressed as a fact. A readout that is honest in only one place is not honest, so it is gone. Everything Saturation shows is a value the client genuinely has. - Flat, in the HUD's own language — not a bar grafted in from another mod's screenshot. **Hitboxes — vanilla's F3+B, cleaned up.** A new Combat module that restyles the game's own hitbox overlay rather than drawing one of its own. Vanilla's F3+B throws a white box, a red eye-line and a blue look-vector over every entity at once; Hitboxes drops that to a single clean outline, colours it from the menu's palette, and lets you set the line width from 1.0 to 4.0. - **It shows what the game already shows, and no more.** Only entities you could see anyway, never through a wall, and it does not enlarge a single box — the shape it outlines is the exact one the game already uses for your hits. This is a paint job on a vanilla debug view, not a reach and not an ESP. Turning it on does not turn the boxes on; it styles them when the game is drawing them. - The entity under your crosshair is picked out from the rest, so in a crowd you can tell which box belongs to the thing your next hit will land on. **Hit Distance — how far away your last hit landed.** A new HUD readout, its card in Combat. The moment you land a hit on something it shows the distance to it, in blocks, and holds that number for ten seconds before it fades. No hit, nothing on screen: it reports what you just did, not what you might do. In the HUD editor it moves and scales like any other element. - An earlier version measured the live distance to whatever your crosshair sat on — green inside reach, red beyond it. But a number that names an opponent's range before you have touched them is the same soft cheat the Target chip refuses, so it was cut back to reporting only the hit you already threw. **The menu's settings live on their own panel now.** Right-click a module and its settings no longer unfold under the card and shove the grid down — they open in a slim panel down the right-hand side of the menu, the card lit on the left while you work. **Left-click a card toggles the module on or off; right-click opens its settings.** The cards are square now, the icon above the name. - A module with a colour to choose — Hitboxes, and the hitbox palette — gets a grid of swatches, not a slider you cannot read a colour off. - **Reset touches only what a module configures, and leaves it enabled or disabled exactly as you had it.** The old reset quietly switched ten of the thirteen modules back on. It is a plain left-click that swaps its own label to confirm instead of arming a second click, and it never reaches the enabled switch. **Crisp edges, and a HUD editor that stays out of its own way.** The menu and HUD render a touch sharper: the anti-aliasing ramp on every shape is exactly one device-pixel wide now, and thin lines snap to the pixel grid instead of smearing across two. In the editor, an element clamps to the screen edge instead of sliding half-off it, the toolbar sits along the bottom, the settings popover is slimmer and titleless, an element you are configuring holds still instead of dragging out from under you, and its background matches the chip the HUD draws in play. **A fourth Minecraft version: 1.21.6.** Club builds 1.21.1, 1.21.6, 1.21.8 and 1.21.11 from one source — four jars, one per version. Same modules, same keybinds, same HUD, same menu, same config. - The 1.21.6 jar declares `>=1.21.6 <1.21.7` and nothing wider. **1.21.7, 1.21.9 and 1.21.10 stay uncovered on purpose**: their mappings and Fabric API coordinates have never been measured here, and we do not claim a range we have not built against. - **Background FPS is not in the 1.21.6 build either**, for the same reason it is missing from 1.21.8 and 1.21.11 — Minecraft caps its own frame rate behind another window from 1.21.2 on. It remains a 1.21.1-only card. - **On 1.21.6 the particle cull is still ours.** Vanilla only took that job over at 1.21.11, so 1.21.6 sits on the near side of the line, alongside 1.21.1 and 1.21.8. - Everything else — Shulker Tooltip, Small Totem, Low Shield, hitbox styling, Item Scroll — is present on 1.21.6 exactly as it is on 1.21.8. **Two version boundaries were found mis-cut while adding the node.** Entity hitboxes and the shulker tooltip both read `<1.21.8`, which was true but untested: no version node had ever existed between 1.21.1 and 1.21.8, so the branch was never compiled anywhere inside that interval. Measured against 1.21.6, the real boundaries are **1.21.5** and **1.21.2**. Left alone, the 1.21.6 build would have quietly taken the 1.21.1 body.
release

ClubClient 0.1.6+mc1.21.1

0.1.6+mc1.21.1
25 июл. 2026 г.243Minecraft: 1.21.1fabric
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Что нового
**Saturation — the hunger bar, read in full.** A new module in Misc, off until you turn it on. It draws what AppleSkin draws: the saturation you already have sits as a thin overlay on the hunger bar, and hovering a piece of food previews how much hunger and saturation eating it would restore — and the hearts that hunger would later heal — before you take the bite. It reads values the client already holds and asks the server for nothing, so it behaves the same on a public server as in single-player. - **No exhaustion line.** AppleSkin can show the invisible exhaustion counter creeping toward your next lost hunger point, and the first cut of this module did too — but a vanilla server never sends that number to the client, so anywhere but single-player it was drawing a guess dressed as a fact. A readout that is honest in only one place is not honest, so it is gone. Everything Saturation shows is a value the client genuinely has. - Flat, in the HUD's own language — not a bar grafted in from another mod's screenshot. **Hitboxes — vanilla's F3+B, cleaned up.** A new Combat module that restyles the game's own hitbox overlay rather than drawing one of its own. Vanilla's F3+B throws a white box, a red eye-line and a blue look-vector over every entity at once; Hitboxes drops that to a single clean outline, colours it from the menu's palette, and lets you set the line width from 1.0 to 4.0. - **It shows what the game already shows, and no more.** Only entities you could see anyway, never through a wall, and it does not enlarge a single box — the shape it outlines is the exact one the game already uses for your hits. This is a paint job on a vanilla debug view, not a reach and not an ESP. Turning it on does not turn the boxes on; it styles them when the game is drawing them. - The entity under your crosshair is picked out from the rest, so in a crowd you can tell which box belongs to the thing your next hit will land on. **Hit Distance — how far away your last hit landed.** A new HUD readout, its card in Combat. The moment you land a hit on something it shows the distance to it, in blocks, and holds that number for ten seconds before it fades. No hit, nothing on screen: it reports what you just did, not what you might do. In the HUD editor it moves and scales like any other element. - An earlier version measured the live distance to whatever your crosshair sat on — green inside reach, red beyond it. But a number that names an opponent's range before you have touched them is the same soft cheat the Target chip refuses, so it was cut back to reporting only the hit you already threw. **The menu's settings live on their own panel now.** Right-click a module and its settings no longer unfold under the card and shove the grid down — they open in a slim panel down the right-hand side of the menu, the card lit on the left while you work. **Left-click a card toggles the module on or off; right-click opens its settings.** The cards are square now, the icon above the name. - A module with a colour to choose — Hitboxes, and the hitbox palette — gets a grid of swatches, not a slider you cannot read a colour off. - **Reset touches only what a module configures, and leaves it enabled or disabled exactly as you had it.** The old reset quietly switched ten of the thirteen modules back on. It is a plain left-click that swaps its own label to confirm instead of arming a second click, and it never reaches the enabled switch. **Crisp edges, and a HUD editor that stays out of its own way.** The menu and HUD render a touch sharper: the anti-aliasing ramp on every shape is exactly one device-pixel wide now, and thin lines snap to the pixel grid instead of smearing across two. In the editor, an element clamps to the screen edge instead of sliding half-off it, the toolbar sits along the bottom, the settings popover is slimmer and titleless, an element you are configuring holds still instead of dragging out from under you, and its background matches the chip the HUD draws in play. **A fourth Minecraft version: 1.21.6.** Club builds 1.21.1, 1.21.6, 1.21.8 and 1.21.11 from one source — four jars, one per version. Same modules, same keybinds, same HUD, same menu, same config. - The 1.21.6 jar declares `>=1.21.6 <1.21.7` and nothing wider. **1.21.7, 1.21.9 and 1.21.10 stay uncovered on purpose**: their mappings and Fabric API coordinates have never been measured here, and we do not claim a range we have not built against. - **Background FPS is not in the 1.21.6 build either**, for the same reason it is missing from 1.21.8 and 1.21.11 — Minecraft caps its own frame rate behind another window from 1.21.2 on. It remains a 1.21.1-only card. - **On 1.21.6 the particle cull is still ours.** Vanilla only took that job over at 1.21.11, so 1.21.6 sits on the near side of the line, alongside 1.21.1 and 1.21.8. - Everything else — Shulker Tooltip, Small Totem, Low Shield, hitbox styling, Item Scroll — is present on 1.21.6 exactly as it is on 1.21.8. **Two version boundaries were found mis-cut while adding the node.** Entity hitboxes and the shulker tooltip both read `<1.21.8`, which was true but untested: no version node had ever existed between 1.21.1 and 1.21.8, so the branch was never compiled anywhere inside that interval. Measured against 1.21.6, the real boundaries are **1.21.5** and **1.21.2**. Left alone, the 1.21.6 build would have quietly taken the 1.21.1 body.
release

ClubClient 0.1.5+mc1.21.11

0.1.5+mc1.21.11
18 июл. 2026 г.92Minecraft: 1.21.11fabric
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Что нового
# Club v0.1.5 — changelog **See inside a shulker box without opening it.** Hover one and its contents show as a little chest-slot grid — the real items, with their counts, sitting in real inventory slots. Just what's in the box: no name, no text list, no clutter. Prefer Minecraft's plain version? Turn Shulker Tooltip off in Misc. (Asked for on Reddit.) **Small Totem.** The totem-of-undying pop stops filling the middle of the screen — it is smaller now and lifted up out of the way, so the pop that just saved you no longer blocks the fight it saved you from. Baked in, always on, no card. **Low Shield.** Raise a shield to block and it drops low instead of covering half your view. Baked in, always on, no card. **A slimmer, quieter HUD.** The Target chip is about a sixth smaller — the same HP, name and health bar, just less bulk in your face. The sprint pill is a touch more transparent, the FPS readout a touch brighter. And hiding Minecraft's own potion icons behind Club's Effects chip is automatic now: no toggle to find, it just happens while the Club chip is on, and the game's icons come back if you turn the chip off. **Freelook turns itself off on Astrum.** Astrum's rules ban Perspective Mod — the mod whose whole job is letting you look around while your aim and your movement keep pointing where they were. That is exactly what Club's Freelook does, so the name it ships under changes nothing: on Astrum it is a banned mod, and Club stops handing it to you there. - Join Astrum and Freelook is simply not there — no card in the menu, and the key does nothing. Leave, and it comes back on its own. - **On Aormio it stays.** Their rules ban automation and forged packets — Killaura, AutoTotem, AimAssist — and Freelook is none of that. A rule belongs to the server that wrote it, and we are not going to invent Aormio's rules for them. - Same shape as Item Scroll, for the same reason: one jar, no switch. A switch a player can flip is a bypass we shipped ourselves. **This should have been caught a long time ago.** Freelook has been in Club since v0.1, and Astrum's list has named Perspective Mod the whole time. The mistake was in how the list was read: we looked for our own name, and our name is never going to be on it. A ban list names *functions*, and the only question that matters is what a moderator sees when they watch you play. **Every module, and what it sends — in one table.** Asked for on Reddit, and now on the Modrinth page and in the README: every module, what each one does, and what each one sends to the server. The right-hand column says **Nothing** for all but two rows, and names those two — Item Scroll sends slot clicks (the same ones your own hand sends), and Toggle Sprint holds a vanilla key down so the game sends what it always would. **The promise above that table is new, because the old one was not true.** It said "nothing in Club gives you information the game doesn't". Fullbright hands you brightness 15.0 where the game's own slider stops at 1.0 — a dark cave shows you its contents, and that is information the game does not give. The sentence had been on the page since the first release, and it was the same sentence we used to rule out building a minimap. One standard or none. What stands there now is narrower, and every line can be checked against the source you already have: Club never acts for you, never shows you what a wall hides, never reaches further than your arm, and never says anything to the server your own hand doesn't. What it *does* change is what your own eyes get from what the game already draws — and where a server forbids even that, Club turns it off there itself.
release

ClubClient 0.1.5+mc1.21.8

0.1.5+mc1.21.8
18 июл. 2026 г.15Minecraft: 1.21.8fabric
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Что нового
# Club v0.1.5 — changelog **See inside a shulker box without opening it.** Hover one and its contents show as a little chest-slot grid — the real items, with their counts, sitting in real inventory slots. Just what's in the box: no name, no text list, no clutter. Prefer Minecraft's plain version? Turn Shulker Tooltip off in Misc. (Asked for on Reddit.) **Small Totem.** The totem-of-undying pop stops filling the middle of the screen — it is smaller now and lifted up out of the way, so the pop that just saved you no longer blocks the fight it saved you from. Baked in, always on, no card. **Low Shield.** Raise a shield to block and it drops low instead of covering half your view. Baked in, always on, no card. **A slimmer, quieter HUD.** The Target chip is about a sixth smaller — the same HP, name and health bar, just less bulk in your face. The sprint pill is a touch more transparent, the FPS readout a touch brighter. And hiding Minecraft's own potion icons behind Club's Effects chip is automatic now: no toggle to find, it just happens while the Club chip is on, and the game's icons come back if you turn the chip off. **Freelook turns itself off on Astrum.** Astrum's rules ban Perspective Mod — the mod whose whole job is letting you look around while your aim and your movement keep pointing where they were. That is exactly what Club's Freelook does, so the name it ships under changes nothing: on Astrum it is a banned mod, and Club stops handing it to you there. - Join Astrum and Freelook is simply not there — no card in the menu, and the key does nothing. Leave, and it comes back on its own. - **On Aormio it stays.** Their rules ban automation and forged packets — Killaura, AutoTotem, AimAssist — and Freelook is none of that. A rule belongs to the server that wrote it, and we are not going to invent Aormio's rules for them. - Same shape as Item Scroll, for the same reason: one jar, no switch. A switch a player can flip is a bypass we shipped ourselves. **This should have been caught a long time ago.** Freelook has been in Club since v0.1, and Astrum's list has named Perspective Mod the whole time. The mistake was in how the list was read: we looked for our own name, and our name is never going to be on it. A ban list names *functions*, and the only question that matters is what a moderator sees when they watch you play. **Every module, and what it sends — in one table.** Asked for on Reddit, and now on the Modrinth page and in the README: every module, what each one does, and what each one sends to the server. The right-hand column says **Nothing** for all but two rows, and names those two — Item Scroll sends slot clicks (the same ones your own hand sends), and Toggle Sprint holds a vanilla key down so the game sends what it always would. **The promise above that table is new, because the old one was not true.** It said "nothing in Club gives you information the game doesn't". Fullbright hands you brightness 15.0 where the game's own slider stops at 1.0 — a dark cave shows you its contents, and that is information the game does not give. The sentence had been on the page since the first release, and it was the same sentence we used to rule out building a minimap. One standard or none. What stands there now is narrower, and every line can be checked against the source you already have: Club never acts for you, never shows you what a wall hides, never reaches further than your arm, and never says anything to the server your own hand doesn't. What it *does* change is what your own eyes get from what the game already draws — and where a server forbids even that, Club turns it off there itself.
release

ClubClient 0.1.5+mc1.21.1

0.1.5+mc1.21.1
18 июл. 2026 г.41Minecraft: 1.21.1fabric
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# Club v0.1.5 — changelog **See inside a shulker box without opening it.** Hover one and its contents show as a little chest-slot grid - the real items, with their counts, sitting in real inventory slots. Just what's in the box: no name, no text list, no clutter. Prefer Minecraft's plain version? Turn Shulker Tooltip off in Misc. (Asked for on Reddit.) **Small Totem.** The totem-of-undying pop stops filling the middle of the screen — it is smaller now and lifted up out of the way, so the pop that just saved you no longer blocks the fight it saved you from. Baked in, always on, no card. **Low Shield.** Raise a shield to block and it drops low instead of covering half your view. Baked in, always on, no card. **A slimmer, quieter HUD.** The Target chip is about a sixth smaller — the same HP, name and health bar, just less bulk in your face. The sprint pill is a touch more transparent, the FPS readout a touch brighter. And hiding Minecraft's own potion icons behind Club's Effects chip is automatic now: no toggle to find, it just happens while the Club chip is on, and the game's icons come back if you turn the chip off. **Freelook turns itself off on Astrum.** Astrum's rules ban Perspective Mod — the mod whose whole job is letting you look around while your aim and your movement keep pointing where they were. That is exactly what Club's Freelook does, so the name it ships under changes nothing: on Astrum it is a banned mod, and Club stops handing it to you there. - Join Astrum and Freelook is simply not there — no card in the menu, and the key does nothing. Leave, and it comes back on its own. - **On Aormio it stays.** Their rules ban automation and forged packets — Killaura, AutoTotem, AimAssist — and Freelook is none of that. A rule belongs to the server that wrote it, and we are not going to invent Aormio's rules for them. - Same shape as Item Scroll, for the same reason: one jar, no switch. A switch a player can flip is a bypass we shipped ourselves. **This should have been caught a long time ago.** Freelook has been in Club since v0.1, and Astrum's list has named Perspective Mod the whole time. The mistake was in how the list was read: we looked for our own name, and our name is never going to be on it. A ban list names *functions*, and the only question that matters is what a moderator sees when they watch you play. **Every module, and what it sends — in one table.** Asked for on Reddit, and now on the Modrinth page and in the README: every module, what each one does, and what each one sends to the server. The right-hand column says **Nothing** for all but two rows, and names those two — Item Scroll sends slot clicks (the same ones your own hand sends), and Toggle Sprint holds a vanilla key down so the game sends what it always would. **The promise above that table is new, because the old one was not true.** It said "nothing in Club gives you information the game doesn't". Fullbright hands you brightness 15.0 where the game's own slider stops at 1.0 — a dark cave shows you its contents, and that is information the game does not give. The sentence had been on the page since the first release, and it was the same sentence we used to rule out building a minimap. One standard or none. What stands there now is narrower, and every line can be checked against the source you already have: Club never acts for you, never shows you what a wall hides, never reaches further than your arm, and never says anything to the server your own hand doesn't. What it *does* change is what your own eyes get from what the game already draws — and where a server forbids even that, Club turns it off there itself.
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ClubClient 0.1.4+mc1.21.11

0.1.4+mc1.21.11
17 июл. 2026 г.21Minecraft: 1.21.11fabric
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**Club runs on 1.21.8 and 1.21.11 now, as well as 1.21.1.** Three jars, one for each — pick the one that matches your game. Same modules, same keybinds, same HUD, same menu, same config. The Minecraft version is in the file name and in the mod's own version string (`club-0.1.4+mc1.21.8.jar`), and each jar refuses to load on anything else rather than half-working: a client that starts and then behaves strangely is worse than one that tells you it is the wrong download. **Item Scroll turns itself off on servers that forbid it.** Astrum and Aormio ban item scrolling by rule, and Club respects the rule instead of leaving it to you to remember. - Join one of those servers and the feature is simply not there — no card in the menu, no hotkey, nothing to toggle. Leave, and it comes back on its own. - It is one jar. There is no "clean version" to install and no switch to flip, because a switch a player can flip is a bypass we shipped ourselves. - The list of addresses is compiled into the mod, not stored in your config, for the same reason. Both of that server's doors are covered, including the ones we found rather than were given. **Particles — choose what you see.** A new category holding every particle the game has, sorted into groups you can reason about: Combat, Blocks, Ambient, Fire & Light, Water, Explosions and Status. - Pick a group on the left, flip particles one by one on the right — or use the group's own switch to turn all of it off at once. The search finds a particle across every group at the same time. - **Everything is on by default.** Club does not quietly take particles out of your game; the point is that the switches exist. Nothing is protected, either — the potion swirls sitting in your face in a fight are yours to turn off, like the rest of them. - A hidden particle is never created at all: not ticked, not drawn. This is a **visual** choice, not a performance feature — it is about what you want to look at. Turning types off does less work, but there is no number here, because the honest one depends entirely on what is on your screen at the time. **The Performance tab is gone, and the work it did simply happens.** The two culls it held — particles behind the camera, block entities off-screen inside a visible section — never changed a pixel, so they were never dials worth tuning: they are baked in and always on. **Background FPS** was the one setting there that is a real choice (it caps the frame rate only while the game sits behind another window — your battery and your fans, zero in-game FPS), so it kept its cap and moved to Misc. If you ever need to rule Club out of a suspected rendering bug, those culls still have an off switch — it lives in `config/club_settings.json` (`perf.cullParticles`, `perf.cullBlockEntities`), instead of a menu toggle pretending to be a quality setting. **Two things Minecraft now does itself, so Club stopped doing them.** Where the game does the work, we get out of the way rather than doing it twice: - **Background FPS is not in the 1.21.8 and 1.21.11 builds.** Minecraft caps its own frame rate behind another window from 1.21.2 on. Your setting is Minecraft's now, not ours. - **From 1.21.11 the game culls particles behind you**, and by a better test than ours — we only ever skipped what sat behind the camera, and it drops everything outside your view. So Club's particle cull is not in that build. Nothing changes for you; the work still doesn't happen.
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ClubClient 0.1.4+mc1.21.8

0.1.4+mc1.21.8
17 июл. 2026 г.20Minecraft: 1.21.8fabric
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**Club runs on 1.21.8 and 1.21.11 now, as well as 1.21.1.** Three jars, one for each — pick the one that matches your game. Same modules, same keybinds, same HUD, same menu, same config. The Minecraft version is in the file name and in the mod's own version string (`club-0.1.4+mc1.21.8.jar`), and each jar refuses to load on anything else rather than half-working: a client that starts and then behaves strangely is worse than one that tells you it is the wrong download. **Item Scroll turns itself off on servers that forbid it.** Astrum and Aormio ban item scrolling by rule, and Club respects the rule instead of leaving it to you to remember. - Join one of those servers and the feature is simply not there — no card in the menu, no hotkey, nothing to toggle. Leave, and it comes back on its own. - It is one jar. There is no "clean version" to install and no switch to flip, because a switch a player can flip is a bypass we shipped ourselves. - The list of addresses is compiled into the mod, not stored in your config, for the same reason. Both of that server's doors are covered, including the ones we found rather than were given. **Particles — choose what you see.** A new category holding every particle the game has, sorted into groups you can reason about: Combat, Blocks, Ambient, Fire & Light, Water, Explosions and Status. - Pick a group on the left, flip particles one by one on the right — or use the group's own switch to turn all of it off at once. The search finds a particle across every group at the same time. - **Everything is on by default.** Club does not quietly take particles out of your game; the point is that the switches exist. Nothing is protected, either — the potion swirls sitting in your face in a fight are yours to turn off, like the rest of them. - A hidden particle is never created at all: not ticked, not drawn. This is a **visual** choice, not a performance feature — it is about what you want to look at. Turning types off does less work, but there is no number here, because the honest one depends entirely on what is on your screen at the time. **The Performance tab is gone, and the work it did simply happens.** The two culls it held — particles behind the camera, block entities off-screen inside a visible section — never changed a pixel, so they were never dials worth tuning: they are baked in and always on. **Background FPS** was the one setting there that is a real choice (it caps the frame rate only while the game sits behind another window — your battery and your fans, zero in-game FPS), so it kept its cap and moved to Misc. If you ever need to rule Club out of a suspected rendering bug, those culls still have an off switch — it lives in `config/club_settings.json` (`perf.cullParticles`, `perf.cullBlockEntities`), instead of a menu toggle pretending to be a quality setting. **Two things Minecraft now does itself, so Club stopped doing them.** Where the game does the work, we get out of the way rather than doing it twice: - **Background FPS is not in the 1.21.8 and 1.21.11 builds.** Minecraft caps its own frame rate behind another window from 1.21.2 on. Your setting is Minecraft's now, not ours. - **From 1.21.11 the game culls particles behind you**, and by a better test than ours — we only ever skipped what sat behind the camera, and it drops everything outside your view. So Club's particle cull is not in that build. Nothing changes for you; the work still doesn't happen.
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ClubClient 0.1.4+mc1.21.1

0.1.4+mc1.21.1
17 июл. 2026 г.21Minecraft: 1.21.1fabric
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**Club runs on 1.21.8 and 1.21.11 now, as well as 1.21.1.** Three jars, one for each — pick the one that matches your game. Same modules, same keybinds, same HUD, same menu, same config. The Minecraft version is in the file name and in the mod's own version string (`club-0.1.4+mc1.21.8.jar`), and each jar refuses to load on anything else rather than half-working: a client that starts and then behaves strangely is worse than one that tells you it is the wrong download. **Item Scroll turns itself off on servers that forbid it.** Astrum and Aormio ban item scrolling by rule, and Club respects the rule instead of leaving it to you to remember. - Join one of those servers and the feature is simply not there — no card in the menu, no hotkey, nothing to toggle. Leave, and it comes back on its own. - It is one jar. There is no "clean version" to install and no switch to flip, because a switch a player can flip is a bypass we shipped ourselves. - The list of addresses is compiled into the mod, not stored in your config, for the same reason. Both of that server's doors are covered, including the ones we found rather than were given. **Particles — choose what you see.** A new category holding every particle the game has, sorted into groups you can reason about: Combat, Blocks, Ambient, Fire & Light, Water, Explosions and Status. - Pick a group on the left, flip particles one by one on the right — or use the group's own switch to turn all of it off at once. The search finds a particle across every group at the same time. - **Everything is on by default.** Club does not quietly take particles out of your game; the point is that the switches exist. Nothing is protected, either — the potion swirls sitting in your face in a fight are yours to turn off, like the rest of them. - A hidden particle is never created at all: not ticked, not drawn. This is a **visual** choice, not a performance feature — it is about what you want to look at. Turning types off does less work, but there is no number here, because the honest one depends entirely on what is on your screen at the time. **The Performance tab is gone, and the work it did simply happens.** The two culls it held — particles behind the camera, block entities off-screen inside a visible section — never changed a pixel, so they were never dials worth tuning: they are baked in and always on. **Background FPS** was the one setting there that is a real choice (it caps the frame rate only while the game sits behind another window — your battery and your fans, zero in-game FPS), so it kept its cap and moved to Misc. If you ever need to rule Club out of a suspected rendering bug, those culls still have an off switch — it lives in `config/club_settings.json` (`perf.cullParticles`, `perf.cullBlockEntities`), instead of a menu toggle pretending to be a quality setting. **Two things Minecraft now does itself, so Club stopped doing them.** Where the game does the work, we get out of the way rather than doing it twice: - **Background FPS is not in the 1.21.8 and 1.21.11 builds.** Minecraft caps its own frame rate behind another window from 1.21.2 on. Your setting is Minecraft's now, not ours. - **From 1.21.11 the game culls particles behind you**, and by a better test than ours — we only ever skipped what sat behind the camera, and it drops everything outside your view. So Club's particle cull is not in that build. Nothing changes for you; the work still doesn't happen.
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Club 0.1.3

0.1.3
15 июл. 2026 г.20Minecraft: 1.21.1fabric
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# What's new in Club v0.1.3 ## 🖱️ Item Scrolling — *beta* Move items with the mouse instead of clicking them one slot at a time. - **Scroll** a slot to move one item · **Shift** the whole stack · **Ctrl** every stack of that type · **Ctrl+Shift** the whole inventory · **Shift+drag** across slots to move each one you cross. - Every control is **rebindable** — choose the modifier and the button for each action on its own screen. No two actions can share one: assign it to a second and it leaves the first, and the row tells you. - When a control would override something vanilla already does with it — Shift+click is the game's own quick-move — the row says so, instead of quietly swallowing the click. - It ships as **beta** while it settles: it doesn't reach the creative inventory yet, and the card admits that rather than pretending to work. ## 🎛️ Settings that belong to their card Right-click a module and its settings unfold **right under that card**, sliding the cards below it down to make room — the sheet never covers the grid. It's the width of its card, its controls squeeze to fit, and a name too long to fit is shortened, not spilled. A module with nothing to configure no longer opens an empty panel — it flashes a small crossed-out gear and leaves the card where it was. ## 👁️ Club stops drawing what you cannot see - **Particles behind the camera** are no longer built. Minecraft culls particles not at all — it tessellates every live one every frame, the ones behind your head included. Nothing on screen changes. - **Block entities off-screen inside a section the frustum kept** stop rendering — while anything that asked for special treatment (a beacon's beam, an end gateway, a moving piston) is left untouched. - Measured on a fixed-seed scene, interleaved in one session: **−5.3%** frame time on a normal machine, **−8.1%** on a CPU-bound one. Where the GPU is your bottleneck, our own benchmark refuses to claim a win — and says so. ## 🔋 Background throttle Cap the frame rate while the window sits behind something else. It gives **zero in-game FPS** — a battery, fan-noise and second-monitor feature, and calling it an FPS boost would be a lie. It can never raise a limit you set yourself. ## 📊 A cheaper, tidier HUD The HUD's icons used to leave one GL call per sprite — a third of its whole cost. They batch now; not a pixel looks different, and every build proves that by geometry, not by eye. In the editor, elements refuse to overlap: drag one onto another and it slides along the edge instead of stacking, so nothing can hide under a neighbour or under the toolbar. The target chip's reach is fixed one step past vanilla's — a dial for it would name an opponent before you could touch them, and that's a soft cheat we won't ship. --- *What we didn't ship:* an entity culler. It was built, measured at −22% frame time, and deleted — vanilla's visible-section list only holds sections that contain blocks, so a phantom in open sky belongs to none of them and would blink out while you watched it. If you want that, run **Sodium** (it owns the occlusion graph) with **EntityCulling** on top; we don't duplicate them. --- *Client-side only · works on vanilla servers · needs Fabric API · MIT.*
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ClubClient 0.1.2 - Fix bag and new Gallery for Modrinth

0.1.2
13 июл. 2026 г.35Minecraft: 1.21.1fabric
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## v0.1.2 **Club and Minecraft stopped fighting over your keys.** Minecraft hands a key press to exactly one binding. So a Club key that landed on a key the game already used did not share it — one of the two actions silently stopped working, and which one lost depended on your mod list. Bind Freelook to Left Shift and you quietly lost the ability to sneak, with nothing anywhere saying why. - Club now reads the game's own bindings and **names the conflict** in the module's popover, the way vanilla's Controls screen paints duplicates red. - Rebinding Zoom or Freelook in the Club menu changes it in **Options → Controls → Club**, and the other way round. It is one binding, not two settings that drift apart. - **The menu can no longer be locked away from you.** Vanilla's Controls screen lists all three Club binds side by side, and it was possible to take the menu's own key — leaving the bind fixable only from the menu that would no longer open. - A module key that a hold module (Zoom, Freelook) has taken over now says so, instead of sitting there looking like it still works. **Toggle Sprint could latch the sprint key down forever.** If you switched vanilla's "Sprint: Toggle" on while the module was running, its release did nothing and you sprinted for the rest of the session. Fixed. **The HUD is the size you set it.** It used to be laid out in Minecraft's GUI-scale units, so a video setting quietly resized every element — on top of that element's own Size slider, which meant "1.0" was a different physical size on every machine. The HUD now has its own canvas, like the menu: | GUI Scale | 1 | 2 | 3 | 4 | |---|---|---|---|---| | Chip width, real pixels | 90 | 90 | 90 | 90 | | Before this release | 45 | 90 | 135 | 180 | The HUD editor moved with it, so what you drag is the size you get. Saved positions are converted, not reinterpreted — nothing jumps across the screen. **The menu stopped lying.** - Screen Stretch on **Auto**, and Toggle Sprint while vanilla's own sprint toggle is on, are deliberate no-ops. They used to sit there lit like a working module. They now say why they are idle. - Turning off Club's Effects HUD left you with **no** effect display at all — not ours, and not the game's. A replacement only hides the original while it is on screen. - Screen Stretch's letterbox is drawn again on F1 and behind the pause menu. It masks a world we deliberately over-render; hiding the HUD must not un-mask it. - A movement key held while walking into the HUD editor and back no longer goes dead. **Licence.** Club is MIT now. Source to GitHub shortly. ---
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Club 0.1.1 - fixes,mod compatibility, 3.5x faster HUD

0.1.1
13 июл. 2026 г.24Minecraft: 1.21.1fabric
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FIXED Zoom worked on every other press and snapped back mid-zoom. Zoom and Freelook now own a real hold key in their settings — the same one you'll find under Options, Controls, Club — and it can no longer collide with a module's toggle key. Zoom now slows your aim while you're zoomed in, so the world moves across the screen at the same speed at any magnification, the way a zoom is supposed to feel. Screen Stretch shipped ON with a hard-coded 16:9 target. If your monitor isn't 16:9 — a 16:10 laptop, an ultrawide, a 5:4 panel — the world was being squeezed and black bars painted over your hotbar the moment you installed the mod. It now defaults to Auto and does nothing at all until you deliberately pick a ratio. The menu no longer changes size with your GUI Scale. It draws on its own canvas, so it is always the layout it was designed as — four columns, full sidebar — whether you play at GUI Scale 1 or on Auto. Pressing the menu key while binding a hotkey used to close the menu. It now tells you the key is reserved and keeps listening. Settings panels no longer hide their values under the scrollbar, and they stay usable on small windows. A HUD element dragged off-screen after a resolution or GUI-scale change could not be caught again in the editor. Positions now heal back onto the screen. Fullbright could permanently corrupt your Brightness setting when a shader mod cancelled the lightmap. Club no longer loads on Minecraft versions it doesn't support — it used to load, and then crash. A config file that couldn't be read, for example one locked by a cloud-sync client, was treated as corrupt and replaced with defaults. Only genuinely broken JSON is now. PERFORMANCE The in-world HUD now draws in 11 GL calls instead of 43, and costs about 0.35 ms per frame instead of 1.25 ms. The render
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ClubClient 0.1.0

0.1.0
11 июл. 2026 г.25Minecraft: 1.21.1fabric
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First public release of Club. **Added** - Zoom — hold to magnify, smooth eased FOV, scroll to adjust 2×–8× - Fullbright — lightmap-only, never overwrites your brightness slider - Freelook — hold to look around without turning your character - Toggle Sprint — auto-sprint with an on-screen indicator - Custom first-person hands and attack animations - Screen Stretch, No Hurt Cam, No Fire Overlay, No Bobbing - A movable HUD (effects, target health, armor, FPS, sprint) with a full editor - Full keyboard navigation and per-module hotkeys For Minecraft 1.21.1 (Fabric) — requires Fabric API.