AutoAim

Smooth, customizable aim assist for easier and more accurate targeting.

File Details

2.0.0-1.17 - Fabric

  • R
  • Jul 17, 2026
  • 560.26 KB
  • 28
  • 1.17
  • Fabric

File Name

AutoAim-2.0.0-Fabric+mc1.17.jar

Supported Versions

  • 1.17

Curse Maven Snippet

Fabric

modImplementation "curse.maven:autoaim-1560591:8450605"

Learn more about Curse Maven

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