File Details
2.0.0-26.1 - Fabric
- R
- Jul 17, 2026
- 560.87 KB
- 4
- 26.1
- Fabric
File Name
AutoAim-2.0.0-Fabric+mc26.1.jar
Supported Versions
- 26.1
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
Added five ready-to-use gameplay presets:
- Balanced for general gameplay.
- Smooth for gentler camera movement.
- Fast Combat for faster target tracking.
- Bow Practice for ranged practice.
- Melee Assist for close-range assistance.
Added the Very Low aim-strength level.
Added five configurable target-priority modes:
- Crosshair
- Nearest
- Lowest Health
- Threat
- Balanced
Added four configurable aim-point modes:
- Center
- Upper Body
- Head
- Dynamic
Added configurable target HUD modes:
- Off
- Name Only
- Name and Distance
- Full
Added target movement prediction for bows and charged crossbows.
Added projectile-drop compensation for ranged targets.
Added automatic projectile-speed adjustment based on bow charge.
Added minimum bow-charge handling to prevent extreme prediction at very low charge.
Added strength-based target stickiness.
Added target-switching thresholds to reduce unnecessary switching between similar targets.
Added manual target locking.
Added a dedicated remappable keybind for locking or unlocking the current target.
Added target-lock notifications.
Added a notification when no valid target is available to lock.
Added optional camera restoration after target tracking ends.
Added restoration of both the original horizontal and vertical camera direction.
Added manual camera-override detection while tracking a target.
Added manual camera-override detection while restoring the previous view.
Added an optional line-of-sight requirement for target selection.
Added separate target controls for hostile and passive mobs.
Added spherical distance validation for potential targets.
Added vertical target handling through full three-dimensional distance and angle calculations.
Added threat detection for mobs currently targeting the player.
Added configurable blocked-entity rules.
Added configurable priority-entity rules.
Added registry-ID-based entity configuration.
Added automatic normalization of configured entity registry IDs.
Added support for configured entity IDs that are not currently registered.
Added searchable Blocked and Priority entity tabs.
Added automatic conflict handling between Blocked and Priority lists.
Added entity search matching for:
- Display names
- Full registry IDs
- Namespaces
- Registry paths
Added entity-list filters for:
- All entities
- Hostile mobs
- Passive mobs
- Players
- Modded entities
Added automatic discovery of compatible entity types from the game registry.
Added support for detecting compatible entities from modded namespaces.
Added entity icons using player heads, spawn eggs, and name-tag fallbacks.
Added automatic alphabetical sorting for entity lists.
Added one-column and two-column entity-list layouts based on available screen space.
Added an interactive scrollbar for long entity lists.
Added a Show All option when a search returns no results.
Added an optional outline for the currently tracked target.
Added a target-information panel in the upper-right corner.
Added target name display.
Added target-distance display.
Added current and maximum target-health display.
Added target tracking and lock-status display.
Added short HUD notifications for enabling, disabling, locking, and multiplayer status.
Added smooth notification fade-in and fade-out effects.
Added automatic disabling when joining multiplayer.
Added per-session multiplayer approval.
Added a multiplayer confirmation screen for supported servers.
Added visible multiplayer server-support status in the settings interface.
Added a clear warning that AutoAim does not provide anti-cheat bypasses or server-side hit control.
Added a complete category-based settings interface.
Added dedicated pages for:
- Presets
- Aim
- Targets
- UI
- Safety
Added a draft-based settings system.
Added an Apply button that is enabled only when settings have changed.
Added a reset-confirmation dialog.
Added an unsaved-changes confirmation dialog.
Added Discard and Keep Editing options.
Added responsive settings layouts for compact and large screens.
Added screen-size-aware margins, button widths, columns, and scrolling.
Added detailed descriptions and tooltips for important settings.
Added a Donate shortcut to the settings interface.
Added a dedicated Bug Report screen.
Added CurseForge and Discord bug-report destinations.
Added safe link-confirmation screens before opening external pages.
Added English localization.
Added Indonesian localization.
Added automatic migration for older AutoAim configurations.
Added migration support for the previous aim-strength scale.
Added migration support for the legacy closest-target preference.
Added migration support for older preset configurations.
Added migration support for older entity-list configurations.
Added automatic validation and clamping of numeric configuration values.
Added automatic cleanup of empty and duplicate entity IDs.
Added automatic backup of malformed configuration files.
Added automatic recovery with safe defaults when a configuration cannot be loaded.
Added a dedicated source JAR to supported builds.
Added the AutoAim license file to the generated JAR.
Changed
Completely redesigned the AutoAim settings interface.
Reorganized the settings workflow into clearer gameplay categories.
Replaced direct setting changes with a draft-and-apply workflow.
Settings changes are now saved only after selecting Apply.
Resetting settings now changes the draft first instead of immediately overwriting the saved configuration.
Closing the settings with unsaved changes now opens a confirmation dialog.
Returning from a settings subpage now opens the Home page before closing the interface.
Improved interface spacing and readability.
Improved interface behavior on smaller window sizes.
Improved interface behavior on wider window sizes.
Improved button sizing, margins, grid placement, and footer positioning.
Improved scrolling behavior throughout the settings pages.
Improved entity-list scrolling so movement remains aligned with visible rows.
Improved search focus handling after rebuilding the entity list.
Improved tooltip placement and target-rule explanations.
Improved external-link handling with Minecraft’s standard confirmation workflow.
Expanded aim strength from four levels to five.
Retuned all aim-strength response values.
Retuned target-stickiness behavior for every strength level.
Changed older aim-strength values during migration to preserve approximately equivalent behavior.
Expanded target selection beyond basic smooth switching.
Reworked target scoring around the selected priority mode.
Improved Crosshair priority by favoring targets closest to the player’s current view.
Improved Nearest priority by favoring physical distance.
Improved Lowest Health priority by considering the target’s remaining health percentage.
Improved Threat priority by favoring mobs currently targeting the player.
Improved Balanced priority by combining angular and physical distance.
Priority entities now receive an additional selection advantage.
Blocked entities are now rejected before target scoring.
Improved active-target stability with hysteresis.
Improved target switching so a new candidate must provide a meaningful advantage.
Improved tracking outside the normal selection angle by using a strength-based sticky angle.
Improved target validation for dead, removed, invisible, distant, obstructed, and cross-world entities.
Improved target-angle calculations using the center of the entity’s bounding box.
Improved target scanning so normal selection is refreshed approximately every two client ticks.
Improved performance by validating the current target between full target scans.
Separated target selection from camera rotation.
Target selection is now performed during client ticks.
Camera movement is now applied during rendered frames.
Improved camera smoothness across different frame rates.
Improved frame-time handling by limiting unusually large smoothing steps.
Improved ranged assistance with movement lead and projectile-drop compensation.
Improved bow assistance by adjusting prediction according to charge duration.
Improved charged-crossbow handling by allowing already-loaded crossbows to remain eligible.
Improved melee assistance with gentler response scaling.
Improved dynamic aim-point behavior by using upper-body aiming for ranged weapons and center aiming for melee.
Improved camera-control priority so direct player movement can cancel automatic tracking.
Improved camera restoration so it returns to the view captured before the first target was acquired.
Improved camera restoration so switching directly between targets does not replace the original return position.
Improved restoration completion with precise final camera alignment.
Improved target locking so it freezes the currently tracked target instead of searching for a new one.
Improved target locking so locked entities must remain valid within the configured range and sticky view angle.
Improved item eligibility checks.
Bow and crossbow assistance now respects the Bow Use setting.
Charged crossbows can remain eligible without being actively used.
Melee assistance now uses a separate melee range.
Optional non-weapon assistance now supports other held items and an empty hand.
Improved supported melee-item classification for swords, axes, spears, and tridents.
Replaced the general mob-targeting control with separate hostile and passive controls.
Improved player and invisible-target filtering.
Improved modded-entity handling through registry-based discovery.
Improved Blocked and Priority rule management so one entity cannot remain in both lists.
Improved target outlining so only the current active target receives the forced glowing state.
Improved target HUD validation.
Target information is now hidden while another interface is open.
Target information is now hidden when the target dies, is removed, changes worlds, or AutoAim cannot operate.
Improved target HUD layout so its width adjusts to the displayed content.
Improved notification placement and timing.
Improved repeated notification handling by replacing the previous message cleanly.
Retained the server-side opt-in requirement introduced in AutoAim 1.0.1.
Improved multiplayer join handling by recording server capability when the session begins.
Improved multiplayer safety so unsupported servers cannot enable AutoAim.
Improved supported-server behavior with an optional warning before enabling.
Improved multiplayer session isolation by clearing approval after disconnecting.
Improved configuration normalization before loading, replacing, and saving settings.
Improved numeric configuration safety with supported ranges for ranged distance, melee distance, and view angle.
Improved fallback behavior for missing enum values.
Improved compatibility with older target-priority settings.
Improved compatibility with older aim-strength settings.
Improved compatibility with older preset settings.
Improved compatibility with legacy entity configurations.
Improved damaged-configuration handling with recoverable
.brokenbackups.Updated the default preset to Balanced.
Updated the default aim strength to Medium.
Updated the default target priority to Crosshair.
Updated the default aim point to Upper Body.
Updated the default ranged distance to 24 blocks.
Updated the default melee distance to 8 blocks.
Updated the default view angle to 24 degrees.
Updated the default target HUD mode to Off.
Updated the default keybinds:
Kopens or closes the AutoAim interface.Jenables or disables AutoAim.Nlocks or unlocks the active target.
Updated the configuration revision to revision 6.
Updated the main release JAR naming format.
Updated compatibility for supported Minecraft, Fabric Loader, Fabric API, and Java versions.
Fixed
- Fixed unstable switching between similarly positioned targets.
- Fixed targets switching when a new candidate was only marginally better.
- Fixed active targets remaining selected after becoming invalid.
- Fixed dead targets remaining available for tracking.
- Fixed removed entities remaining available for tracking.
- Fixed targets from a previous world remaining active after a level change.
- Fixed target state carrying over after disconnecting.
- Fixed target state carrying over after joining another world.
- Fixed target-lock state carrying over after changing worlds.
- Fixed return-view state carrying over after changing worlds.
- Fixed target tracking continuing while another interface is open.
- Fixed camera restoration continuing after an interface is opened.
- Fixed manual camera movement fighting against active aim assistance.
- Fixed small manual movements being ignored at lower aim strengths.
- Fixed tracking continuing after manual movement exceeds the configured strength threshold.
- Fixed view restoration continuing after the player manually moves the camera.
- Fixed view restoration returning to an incorrect horizontal direction.
- Fixed view restoration returning to an incorrect vertical direction.
- Fixed the return position being replaced unnecessarily when switching directly between targets.
- Fixed view restoration stopping before reaching the original camera direction.
- Fixed abrupt melee camera movement at lower aim strengths.
- Fixed inconsistent camera smoothing at different frame rates.
- Fixed unusually large frame-time changes causing oversized camera movements.
- Fixed excessive upward bow movement at very low charge.
- Fixed projectile-drop prediction producing extreme results at low bow charge.
- Fixed charged crossbows becoming ineligible immediately after reloading.
- Fixed ranged tracking starting when Bow Use is enabled but the weapon is not being used.
- Fixed unsupported held items using aim assistance when non-weapon assistance is disabled.
- Fixed melee weapons incorrectly using the ranged targeting distance.
- Fixed locked targets remaining active after moving outside the valid range.
- Fixed locked targets remaining active after leaving the allowed view angle.
- Fixed locked targets remaining active after becoming invisible when invisible targeting is disabled.
- Fixed locked targets remaining active after line of sight is lost when visible-only targeting is enabled.
- Fixed target locking attempting to create a new target when no active target exists.
- Fixed target unlock state not matching the current tracked entity.
- Fixed blocked entities being considered during target scoring.
- Fixed priority entities not consistently receiving selection preference.
- Fixed entities remaining in both the Blocked and Priority lists.
- Fixed duplicate entity registry IDs remaining in configuration lists.
- Fixed empty entity registry IDs remaining in configuration lists.
- Fixed inconsistent entity registry IDs caused by whitespace or uppercase characters.
- Fixed configured but currently unavailable entities disappearing from the settings list.
- Fixed entity search failing to match registry namespaces and paths.
- Fixed entity filters incorrectly hiding some modded entries.
- Fixed entity-list offsets moving outside the valid range after a search or filter change.
- Fixed entity-list scrolling becoming misaligned in two-column mode.
- Fixed scrollbar size and position inconsistencies after filtering.
- Fixed search focus being lost after rebuilding the entity list.
- Fixed the empty-result interface not providing a quick way to restore all entries.
- Fixed target information remaining visible after tracking ends.
- Fixed target information remaining visible while AutoAim is disabled.
- Fixed target information remaining visible on unsupported multiplayer servers.
- Fixed target information remaining visible while another interface is open.
- Fixed target highlighting remaining active after the tracked target is cleared.
- Fixed selected-target highlighting interfering with normal glowing behavior for unrelated entities.
- Fixed multiplayer AutoAim being enabled without server opt-in.
- Fixed unsupported servers opening the multiplayer enable workflow.
- Fixed multiplayer approval carrying over after disconnecting.
- Fixed server capability state carrying over between sessions.
- Fixed AutoAim remaining enabled in memory after leaving a multiplayer session.
- Fixed reset operations immediately overwriting saved settings.
- Fixed resetting settings unexpectedly changing the draft enabled state.
- Fixed unsaved settings being discarded without confirmation.
- Fixed the Apply button being active when no configuration values changed.
- Fixed manually edited preset values continuing to display a non-Custom preset.
- Fixed malformed ranged-distance values being used outside supported limits.
- Fixed malformed melee-distance values being used outside supported limits.
- Fixed malformed view-angle values being used outside supported limits.
- Fixed missing aim-strength values preventing safe configuration loading.
- Fixed missing target-priority values preventing safe configuration loading.
- Fixed missing aim-point values preventing safe configuration loading.
- Fixed missing target-HUD values preventing safe configuration loading.
- Fixed older closest-target preferences not migrating to the new target-priority system.
- Fixed older aim-strength values producing significantly different behavior after updating.
- Fixed legacy preset states remaining selected when their values no longer match.
- Fixed damaged configuration files preventing AutoAim from starting with safe defaults.
- Fixed configuration backup failures potentially overwriting the original invalid file.
- Fixed interface elements overlapping at compact screen sizes.
- Fixed footer buttons becoming inaccessible on short screens.
- Fixed settings rows rendering outside the available content area.
- Fixed repeated status messages producing inconsistent visible state.
- Fixed possible null-state problems during player, world, screen, and connection transitions.
Removed
- Removed the legacy four-level aim-strength behavior.
- Removed the previous simplified settings workflow.
- Removed immediate saving when resetting settings from the interface.
- Removed unrestricted direct editing of the active configuration while the settings screen is open.
- Removed the legacy general mob-targeting control from the active settings interface.
- Removed the legacy closest-target preference from active runtime target scoring.
- Removed reliance on basic distance-only target switching.
- Removed the previous single-layout entity-management workflow.
- Removed persistent multiplayer approval between server sessions.
- Removed target information while another game interface is open.
- Removed support for keeping an invalid locked target active.
- Removed outdated default preset behavior from older configuration revisions.
Security
- AutoAim continues to require explicit server-side opt-in for multiplayer use.
- A multiplayer server must advertise the
autoaim:server_opt_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.