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ВЕРСИИ (14)
release
ClubClient 0.1.6+mc1.21.11
0.1.6+mc1.21.1125 июл. 2026 г.1,2 тыс.Minecraft: 1.21.11fabric
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+mc1.21.825 июл. 2026 г.96Minecraft: 1.21.8fabric
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+mc1.21.625 июл. 2026 г.51Minecraft: 1.21.6fabric
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+mc1.21.125 июл. 2026 г.243Minecraft: 1.21.1fabric
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+mc1.21.1118 июл. 2026 г.92Minecraft: 1.21.11fabric
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+mc1.21.818 июл. 2026 г.15Minecraft: 1.21.8fabric
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+mc1.21.118 июл. 2026 г.41Minecraft: 1.21.1fabric
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 0.1.4+mc1.21.11
0.1.4+mc1.21.1117 июл. 2026 г.21Minecraft: 1.21.11fabric
Что нового
**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.
release
ClubClient 0.1.4+mc1.21.8
0.1.4+mc1.21.817 июл. 2026 г.20Minecraft: 1.21.8fabric
Что нового
**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.
release
ClubClient 0.1.4+mc1.21.1
0.1.4+mc1.21.117 июл. 2026 г.21Minecraft: 1.21.1fabric
Что нового
**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.
release
Club 0.1.3
0.1.315 июл. 2026 г.20Minecraft: 1.21.1fabric
Что нового
# 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.*
release
ClubClient 0.1.2 - Fix bag and new Gallery for Modrinth
0.1.213 июл. 2026 г.35Minecraft: 1.21.1fabric
Что нового
## 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.
---
release
Club 0.1.1 - fixes,mod compatibility, 3.5x faster HUD
0.1.113 июл. 2026 г.24Minecraft: 1.21.1fabric
Что нового
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
release
ClubClient 0.1.0
0.1.011 июл. 2026 г.25Minecraft: 1.21.1fabric
Что нового
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.