File Details
2.0.0-26.2 - Fabric
- R
- Jul 16, 2026
- 561.07 KB
- 29
- 26.2
- Fabric
File Name
AutoAim-2.0.0-Fabric+mc26.2.jar
Supported Versions
- 26.2
Curse Maven Snippet
AutoAim 2.0.0
AutoAim 2.0.0 is a major update focused on smarter target selection, smoother and more predictable camera assistance, expanded targeting controls, stronger multiplayer safety, improved configuration compatibility, and a completely redesigned settings experience.
Added
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Added five ready-to-use gameplay presets:
- Balanced for general gameplay.
- Smooth for gentler camera movement.
- Fast Combat for faster target tracking.
- Bow Practice for ranged practice.
- Melee Assist for close-range assistance.
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Added the Very Low aim-strength level.
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Added five configurable target-priority modes:
- Crosshair
- Nearest
- Lowest Health
- Threat
- Balanced
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Added four configurable aim-point modes:
- Center
- Upper Body
- Head
- Dynamic
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Added configurable target HUD modes:
- Off
- Name Only
- Name and Distance
- Full
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Added target movement prediction for bows and charged crossbows.
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Added projectile-drop compensation for ranged targets.
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Added automatic projectile-speed adjustment based on bow charge.
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Added minimum bow-charge handling to prevent extreme prediction at very low charge.
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Added strength-based target stickiness.
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Added target-switching thresholds to reduce unnecessary switching between similar targets.
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Added manual target locking.
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Added a dedicated remappable keybind for locking or unlocking the current target.
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Added target-lock notifications.
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Added a notification when no valid target is available to lock.
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Added optional camera restoration after target tracking ends.
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Added restoration of both the original horizontal and vertical camera direction.
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Added manual camera-override detection while tracking a target.
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Added manual camera-override detection while restoring the previous view.
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Added an optional line-of-sight requirement for target selection.
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Added separate target controls for hostile and passive mobs.
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Added spherical distance validation for potential targets.
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Added vertical target handling through full three-dimensional distance and angle calculations.
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Added threat detection for mobs currently targeting the player.
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Added configurable blocked-entity rules.
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Added configurable priority-entity rules.
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Added registry-ID-based entity configuration.
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Added automatic normalization of configured entity registry IDs.
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Added support for configured entity IDs that are not currently registered.
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Added searchable Blocked and Priority entity tabs.
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Added automatic conflict handling between Blocked and Priority lists.
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Added entity search matching for:
- Display names
- Full registry IDs
- Namespaces
- Registry paths
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Added entity-list filters for:
- All entities
- Hostile mobs
- Passive mobs
- Players
- Modded entities
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Added automatic discovery of compatible entity types from the game registry.
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Added support for detecting compatible entities from modded namespaces.
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Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
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Added automatic alphabetical sorting for entity lists.
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Added one-column and two-column entity-list layouts based on available screen space.
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Added an interactive scrollbar for long entity lists.
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Added a Show All option when a search returns no results.
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Added an optional outline for the currently tracked target.
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Added a target-information panel in the upper-right corner.
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Added target name display.
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Added target-distance display.
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Added current and maximum target-health display.
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Added target tracking and lock-status display.
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Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
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Added smooth notification fade-in and fade-out effects.
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Added automatic disabling when joining multiplayer.
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Added per-session multiplayer approval.
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Added a multiplayer confirmation screen for supported servers.
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Added visible multiplayer server-support status in the settings interface.
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Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
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Added a complete category-based settings interface.
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Added dedicated pages for:
- Presets
- Aim
- Targets
- UI
- Safety
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Added a draft-based settings system.
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Added an Apply button that is enabled only when settings have changed.
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Added a reset-confirmation dialog.
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Added an unsaved-changes confirmation dialog.
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Added Discard and Keep Editing options.
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Added responsive settings layouts for compact and large screens.
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Added screen-size-aware margins, button widths, columns, and scrolling.
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Added detailed descriptions and tooltips for important settings.
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Added a Donate shortcut to the settings interface.
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Added a dedicated Bug Report screen.
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Added CurseForge and Discord bug-report destinations.
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Added safe link-confirmation screens before opening external pages.
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Added English localization.
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Added Indonesian localization.
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Added automatic migration for older AutoAim configurations.
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Added migration support for the previous aim-strength scale.
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Added migration support for the legacy closest-target preference.
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Added migration support for older preset configurations.
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Added migration support for older entity-list configurations.
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Added automatic validation and clamping of numeric configuration values.
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Added automatic cleanup of empty and duplicate entity IDs.
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Added automatic backup of malformed configuration files.
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Added automatic recovery with safe defaults when a configuration cannot be loaded.
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Added a dedicated source JAR to supported builds.
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Added the AutoAim license file to the generated JAR.
Changed
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Completely redesigned the AutoAim settings interface.
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Reorganized the settings workflow into clearer gameplay categories.
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Replaced direct setting changes with a draft-and-apply workflow.
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Settings changes are now saved only after selecting Apply.
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Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
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Closing the settings with unsaved changes now opens a confirmation dialog.
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Returning from a settings subpage now opens the Home page before closing the interface.
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Improved interface spacing and readability.
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Improved interface behavior on smaller window sizes.
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Improved interface behavior on wider window sizes.
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Improved button sizing, margins, grid placement, and footer positioning.
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Improved scrolling behavior throughout the settings pages.
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Improved entity-list scrolling so movement remains aligned with visible rows.
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Improved search focus handling after rebuilding the entity list.
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Improved tooltip placement and target-rule explanations.
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Improved external-link handling with Minecraft’s standard confirmation workflow.
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Expanded aim strength from four levels to five.
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Retuned all aim-strength response values.
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Retuned target-stickiness behavior for every strength level.
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Changed older aim-strength values during migration to preserve approximately equivalent behavior.
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Expanded target selection beyond basic smooth switching.
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Reworked target scoring around the selected priority mode.
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Improved Crosshair priority by favoring targets closest to the player’s current view.
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Improved Nearest priority by favoring physical distance.
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Improved Lowest Health priority by considering the target’s remaining health percentage.
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Improved Threat priority by favoring mobs currently targeting the player.
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Improved Balanced priority by combining angular and physical distance.
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Priority entities now receive an additional selection advantage.
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Blocked entities are now rejected before target scoring.
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Improved active-target stability with hysteresis.
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Improved target switching so a new candidate must provide a meaningful advantage.
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Improved tracking outside the normal selection angle by using a strength-based sticky angle.
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Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
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Improved target-angle calculations using the center of the entity’s bounding box.
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Improved target scanning so normal selection is refreshed approximately every two client ticks.
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Improved performance by validating the current target between full target scans.
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Separated target selection from camera rotation.
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Target selection is now performed during client ticks.
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Camera movement is now applied during rendered frames.
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Improved camera smoothness across different frame rates.
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Improved frame-time handling by limiting unusually large smoothing steps.
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Improved ranged assistance with movement lead and projectile-drop compensation.
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Improved bow assistance by adjusting prediction according to charge duration.
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Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
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Improved melee assistance with gentler response scaling.
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Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
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Improved camera-control priority so direct player movement can cancel automatic tracking.
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Improved camera restoration so it returns to the view captured before the first target was acquired.
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Improved camera restoration so switching directly between targets does not replace the original return position.
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Improved restoration completion with precise final camera alignment.
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Improved target locking so it freezes the currently tracked target instead of searching for a new one.
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Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
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Improved item eligibility checks.
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Bow and crossbow assistance now respects the Bow Use setting.
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Charged crossbows can remain eligible without being actively used.
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Melee assistance now uses a separate melee range.
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Optional non-weapon assistance now supports other held items and an empty hand.
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Improved supported melee-item classification for swords, axes, spears, and tridents.
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Replaced the general mob-targeting control with separate hostile and passive controls.
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Improved player and invisible-target filtering.
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Improved modded-entity handling through registry-based discovery.
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Improved Blocked and Priority rule management so one entity cannot remain in both lists.
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Improved target outlining so only the current active target receives the forced glowing state.
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Improved target HUD validation.
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Target information is now hidden while another interface is open.
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Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
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Improved target HUD layout so its width adjusts to the displayed content.
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Improved notification placement and timing.
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Improved repeated notification handling by replacing the previous message cleanly.
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Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
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Improved multiplayer join handling by recording server capability when the session begins.
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Improved multiplayer safety so unsupported servers cannot enable AutoAim.
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Improved supported-server behavior with an optional warning before enabling.
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Improved multiplayer session isolation by clearing approval after disconnecting.
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Improved configuration normalization before loading, replacing, and saving settings.
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Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
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Improved fallback behavior for missing enum values.
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Improved compatibility with older target-priority settings.
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Improved compatibility with older aim-strength settings.
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Improved compatibility with older preset settings.
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Improved compatibility with legacy entity configurations.
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Improved damaged-configuration handling with recoverable
.brokenbackups. -
Updated the default preset to Balanced.
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Updated the default aim strength to Medium.
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Updated the default target priority to Crosshair.
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Updated the default aim point to Upper Body.
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Updated the default ranged distance to 24 blocks.
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Updated the default melee distance to 8 blocks.
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Updated the default view angle to 24 degrees.
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Updated the default target HUD mode to Off.
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Updated the default keybinds:
Kopens or closes the AutoAim interface.Jenables or disables AutoAim.Nlocks or unlocks the active target.
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Updated the configuration revision to revision 6.
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Updated the main release JAR naming format.
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Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
Fixed
- Fixed unstable switching between similarly positioned targets.
- Fixed targets switching when a new candidate was only marginally better.
- Fixed active targets remaining selected after becoming invalid.
- Fixed dead targets remaining available for tracking.
- Fixed removed entities remaining available for tracking.
- Fixed targets from a previous world remaining active after a level change.
- Fixed target state carrying over after disconnecting.
- Fixed target state carrying over after joining another world.
- Fixed target-lock state carrying over after changing worlds.
- Fixed return-view state carrying over after changing worlds.
- Fixed target tracking continuing while another interface is open.
- Fixed camera restoration continuing after an interface is opened.
- Fixed manual camera movement fighting against active aim assistance.
- Fixed small manual movements being ignored at lower aim strengths.
- Fixed tracking continuing after manual movement exceeds the configured strength threshold.
- Fixed view restoration continuing after the player manually moves the camera.
- Fixed view restoration returning to an incorrect horizontal direction.
- Fixed view restoration returning to an incorrect vertical direction.
- Fixed the return position being replaced unnecessarily when switching directly between targets.
- Fixed view restoration stopping before reaching the original camera direction.
- Fixed abrupt melee camera movement at lower aim strengths.
- Fixed inconsistent camera smoothing at different frame rates.
- Fixed unusually large frame-time changes causing oversized camera movements.
- Fixed excessive upward bow movement at very low charge.
- Fixed projectile-drop prediction producing extreme results at low bow charge.
- Fixed charged crossbows becoming ineligible immediately after reloading.
- Fixed ranged tracking starting when Bow Use is enabled but the weapon is not being used.
- Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
- Fixed melee weapons incorrectly using the ranged targeting distance.
- Fixed locked targets remaining active after moving outside the valid range.
- Fixed locked targets remaining active after leaving the allowed view angle.
- Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
- Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
- Fixed target locking attempting to create a new target when no active target exists.
- Fixed target unlock state not matching the current tracked entity.
- Fixed blocked entities being considered during target scoring.
- Fixed priority entities not consistently receiving selection preference.
- Fixed entities remaining in both the Blocked and Priority lists.
- Fixed duplicate entity registry IDs remaining in configuration lists.
- Fixed empty entity registry IDs remaining in configuration lists.
- Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
- Fixed configured but currently unavailable entities disappearing from the settings list.
- Fixed entity search failing to match registry namespaces and paths.
- Fixed entity filters incorrectly hiding some modded entries.
- Fixed entity-list offsets moving outside the valid range after a search or filter change.
- Fixed entity-list scrolling becoming misaligned in two-column mode.
- Fixed scrollbar size and position inconsistencies after filtering.
- Fixed search focus being lost after rebuilding the entity list.
- Fixed the empty-result interface not providing a quick way to restore all entries.
- Fixed target information remaining visible after tracking ends.
- Fixed target information remaining visible while AutoAim is disabled.
- Fixed target information remaining visible on unsupported multiplayer servers.
- Fixed target information remaining visible while another interface is open.
- Fixed target highlighting remaining active after the tracked target is cleared.
- Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
- Fixed multiplayer AutoAim being enabled without server opt-in.
- Fixed unsupported servers opening the multiplayer enable workflow.
- Fixed multiplayer approval carrying over after disconnecting.
- Fixed server capability state carrying over between sessions.
- Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
- Fixed reset operations immediately overwriting saved settings.
- Fixed resetting settings unexpectedly changing the draft enabled state.
- Fixed unsaved settings being discarded without confirmation.
- Fixed the Apply button being active when no configuration values changed.
- Fixed manually edited preset values continuing to display a non-Custom preset.
- Fixed malformed ranged-distance values being used outside supported limits.
- Fixed malformed melee-distance values being used outside supported limits.
- Fixed malformed view-angle values being used outside supported limits.
- Fixed missing aim-strength values preventing safe configuration loading.
- Fixed missing target-priority values preventing safe configuration loading.
- Fixed missing aim-point values preventing safe configuration loading.
- Fixed missing target-HUD values preventing safe configuration loading.
- Fixed older closest-target preferences not migrating to the new target-priority system.
- Fixed older aim-strength values producing significantly different behavior after updating.
- Fixed legacy preset states remaining selected when their values no longer match.
- Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
- Fixed configuration backup failures potentially overwriting the original invalid file.
- Fixed interface elements overlapping at compact screen sizes.
- Fixed footer buttons becoming inaccessible on short screens.
- Fixed settings rows rendering outside the available content area.
- Fixed repeated status messages producing inconsistent visible state.
- Fixed possible null-state problems during player, world, screen, and connection transitions.
Removed
- Removed the legacy four-level aim-strength behavior.
- Removed the previous simplified settings workflow.
- Removed immediate saving when resetting settings from the interface.
- Removed unrestricted direct editing of the active configuration while the settings screen is open.
- Removed the legacy general mob-targeting control from the active settings interface.
- Removed the legacy closest-target preference from active runtime target scoring.
- Removed reliance on basic distance-only target switching.
- Removed the previous single-layout entity-management workflow.
- Removed persistent multiplayer approval between server sessions.
- Removed target information while another game interface is open.
- Removed support for keeping an invalid locked target active.
- Removed outdated default preset behavior from older configuration revisions.
Security
- AutoAim continues to require explicit server-side opt-in for multiplayer use.
- A multiplayer server must advertise the
autoaim:server_opt_innetworking capability before AutoAim can be enabled. - The client checks for server support before applying aim rotation.
- Servers opt in by installing a compatible AutoAim server component that registers the required capability.
- The server capability acts only as an opt-in marker and does not control attacks or player rotation.
- AutoAim does not send an opt-in payload merely to activate its features.
- AutoAim is automatically disabled when joining an unsupported multiplayer server.
- AutoAim cannot be enabled when the current multiplayer server has not opted in.
- Optional confirmation is shown before enabling AutoAim on a supported multiplayer server.
- Multiplayer approval applies only to the current session.
- Multiplayer approval and detected server capability are cleared after disconnecting.
- AutoAim does not include automatic attacks or clicks.
- AutoAim does not manipulate attack packets.
- AutoAim does not manipulate rotation packets.
- AutoAim does not control server-side hit detection.
- AutoAim does not include anti-cheat bypass features.
- AutoAim does not attempt to hide its operation from servers.
- AutoAim does not provide permission bypasses.
- AutoAim does not target through walls when the line-of-sight requirement is enabled.
- External Donate and Bug Report links use Minecraft’s confirmation screen before opening.
- Malformed configuration files are backed up before safe defaults are restored.
- Configuration values are normalized and limited to supported ranges before use.
- Players remain responsible for following the rules of every multiplayer server.
Notes
- AutoAim provides camera assistance only.
- AutoAim does not automatically attack, click, or use items.
- AutoAim retains the multiplayer opt-in system introduced in version 1.0.1.
- A compatible server-side component is required for multiplayer use.
- The dedicated server component only advertises support; it does not perform aim calculations.
- Singleplayer and integrated local servers do not require multiplayer opt-in.
- Multiplayer approval is reset after leaving the server.
- Enabling or disabling AutoAim with the toggle key during a session is not automatically written to the configuration file.
- Permanent settings changes are saved through the Apply button.
- Ranged aim assistance currently supports bows and charged crossbows.
- Generic modded ranged weapons are not automatically supported unless they behave as a supported bow or crossbow type.
- Supported melee weapons include swords, axes, spears, and tridents.
- Melee weapon detection uses the explicitly supported item list.
- Other held items and an empty hand require the optional Any Item setting.
- Bow assistance can be limited to active weapon use.
- A charged crossbow remains eligible while the Bow Use requirement is enabled.
- Ranged prediction considers target movement and projectile drop.
- Ranged prediction is not a complete projectile-physics simulation.
- Prediction does not account for every form of drag, collision, shooter movement, or modded projectile gravity.
- Target line-of-sight checks can be enabled through Visible Only.
- Blocked entities are never selected.
- Priority entities receive a selection advantage but must still pass all normal validity checks.
- Target locking only locks the currently tracked target and does not search for a new one.
- The target outline uses Minecraft’s normal glowing appearance.
- Custom outline colors are not currently available.
- Target notifications display one message at a time.
- Target information is hidden while another interface is open.
- Configuration hot reloading is not currently supported.
- Existing configuration files are migrated automatically where possible.
- Invalid configuration files are moved to an
autoaim.json.brokenbackup when possible. - Older compatibility fields may remain in the configuration to support migration.
- English and Indonesian are included; Minecraft’s selected language controls which translation is displayed.
- Keybinds can be changed through Minecraft’s standard Controls menu.
- Available features and behavior remain consistent across supported AutoAim builds.
- Minecraft, loader, API, and Java requirements depend on the specific AutoAim file being downloaded.
- AutoAim 2.0.0 builds include both client and dedicated-server entrypoints where required.
- Backing up the existing configuration before updating is recommended.