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Foxs Anti Afk

Lightweight, Mixen-Free Anti-Afk suite with Node-Aware Auto-Reconnect and Silent Commands.
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Foxs Anti AFK

File nameFoxs Anti AFK.jar
Uploader
FoxiraFoxira
Uploaded
Sep 24, 2026
Downloads
8
Size
239.9 KB
Mod Loaders
Fabric
File ID
8967302
Type
R
Release
Supported game versions
  • 26.3
  • 26.2
  • 26.1.2
  • 26.1.1
  • 26.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:foxs-anti-afk-1698833:8967302"

Learn more aboutย Curse Maven

What's new

Foxs Anti AFK โ€” Feature Changelog

Target Platforms: Fabric 26.1 / 26.2 / 26.3
Package: Foxs Anti AFK.jar (Universal 100% Byte-Identical Distribution)
Author: Foxira


1. ๐Ÿ’ฌ Advanced Multi-Channel Discord Webhook System

๐Ÿ”’ Streamer-Safe Asterisk (*) Privacy Masking

  • Screen-Share & Livestream Protection:
    • Webhook URL input fields automatically mask the private secret token with asterisks (*) upon saving (e.g. https://discord.com/api/webhooks/123456789/********************************).
    • Protects streamers, YouTubers, and content creators from having sensitive endpoints leaked or spammed ("webbed") during recordings or live screenshares.
  • Interactive Privacy Toggle:
    • Dedicated [ ๐Ÿ”’ Masked (*) ] / [ ๐Ÿ‘๏ธ Revealed ] button in the top action header.
    • Allows intentional inspection or editing of the raw URL while keeping asterisks protected from accidental overwrites.
  • Smart Input Sanitization:
    • Automatically cleans copied URLs by stripping leading/trailing whitespace, surrounding markdown angle brackets (<https://...>), and quotes ("...").

๐Ÿ—‚๏ธ 4-Tab Categorized Webhook Interface

A dedicated 4-tab user interface in ProfileDiscordWebhookScreen cleanly separates alerts and eliminates UI clutter:

  • Tab 0: [ ๐ŸŒ Net ] (Network & Commands):
    • ๐Ÿ”Œ Kicked / Disconnect: Disconnection reason, timeout duration, proxy drop, and last server IP.
    • ๐Ÿ”„ Auto-Reconnect: Reconnect attempts, exponential backoff status, and arrival at target server/node.
    • โšก Silent Commands: Timestamped logs of automated commands executed across all 5 repeating command slots.
  • Tab 1: [ ๐Ÿƒ Game ] (Gameplay & Navigation):
    • ๐Ÿ“ Route & Waypoints: Waypoint arrival alerts (name, index, distance, route progress percentage) and route loop completions.
    • โš ๏ธ Obstacle & Stuck: Physical navigation stall detection, GPS detour calculations, and recovery alerts.
    • โค๏ธ Low Health & Death Alerts: Critical low HP warnings (โ‰ค6โ‰ค6 HP) and exact death coordinates.
  • Tab 2: [ โš™๏ธ Profile ] (World & System Events):
    • ๐ŸŽฎ World Join & Leave: Connection to new worlds/dimensions, session duration, and leave summaries.
    • โš™๏ธ Profile Loaded: Preset activation and auto-switch notifications (dispatched strictly on true profile switches).
    • โŒ Listener Errors: Subsystem error tracking and automated listener recovery diagnostics.
  • Tab 3: [ ๐Ÿ’“ Ping ] (Server Heartbeat & Status):
    • ๐Ÿ’“ Server Status Ping: Periodic heartbeat embed reporting current server/sub-server, player name, health, coordinates, dimension, active preset, and uptime.
    • Master Ping Toggle: Independent [ Ping: ON / OFF ] button.
    • Configurable Frequency: Cycle button supporting 1m, 2m, 3m, 5m, 10m, 15m, and 30m intervals.

๐Ÿ›ก๏ธ Strict 1-to-1 Channel Isolation (Zero Cross-Spillover)

  • Every notification category maps exclusively to its own dedicated endpoint.
  • Unconfigured channels remain silent rather than dumping all events into the disconnect webhook, preventing notification spam.

๐Ÿ’พ Bulletproof Input Persistence

  • Instant Dynamic Responders: Real-time setResponder attached to every input field commits pasted or edited URLs to profile state instantly.
  • Auto-Commit on Close / Navigation: Pressing [ โ† Back ], switching tabs, or hitting the ESC key automatically commits all in-memory buffers to disk (antiafk_profiles.properties), ensuring typed URLs never disappear.
  • Thread-Safe In-Game Testing: Built-in [ Test ] buttons send rich verification embeds to Discord and display real-time status feedback scheduled on the Minecraft render thread.

2. ๐Ÿšถ Baritone-Grade Locomotion & Voxel Traversal ("Better Baritone")

๐Ÿงญ Natural Forward-Dominant Locomotion (No Robotic Crab-Walking)

  • Elimination of Backward (S) and Lateral Crab-Walking:
    • Completely replaced the previous 8-sector WASD mapping where players would run backwards or sideways while the camera slowly turned.
    • Players now navigate forward facing their trajectory with Forward (W):
      • Direct Ahead (โ‰ค20โˆ˜โ‰ค20โˆ˜): Pure forward drive (W). Sprint engages automatically if enabled and not arriving.
      • Gentle/Moderate Turns (20โˆ˜โˆ’55โˆ˜20โˆ˜โˆ’55โˆ˜): Forward drive combined with subtle diagonal steering (W + A / W + D), smoothly curving through corners without dropping momentum.
      • Wide Corners (55โˆ˜โˆ’80โˆ˜55โˆ˜โˆ’80โˆ˜): Controlled forward stepping while the camera rounds the bend.
      • Hairpins & U-Turns (>80โˆ˜>80โˆ˜): The camera pivots rapidly first (~0.3s) before surging forward. The player never runs backwards across the map.

๐Ÿ–ฑ๏ธ Rapid Human Mouse Kinematics (Up to 22ยฐ/Tick / 440ยฐ/s)

  • Fluid Rotational Flicks:
    • Replaced the artificially slow 4.8โˆ˜/tick4.8โˆ˜/tick limit with authentic human aiming physics capable of peak flick speeds up to 22.0โˆ˜/tick22.0โˆ˜/tick (โˆผ440โˆ˜/sโˆผ440โˆ˜/s).
    • A 180โˆ˜180โˆ˜ turn executes smoothly in ~10โ€“12 ticks (~0.5s) instead of dragging on for 2 seconds.
  • Cubic Ease-Out Deceleration:
    • As the crosshair closes within 15โˆ˜15โˆ˜ of the target heading, rotational velocity softly brakes and settles onto the target without overshooting or twitching.
  • Horizon Pitch Control:
    • Eye-level gaze bounded naturally between โˆ’14โˆ˜โˆ’14โˆ˜ and +16โˆ˜+16โˆ˜ to prevent staring at feet or pitching violently over small bumps.
  • Subtle Step-Synchronized Head Sway:
    • Injects subtle breathing and walking micro-sway (ยฑ0.16โˆ˜ยฑ0.16โˆ˜ yaw, ยฑ0.09โˆ˜ยฑ0.09โˆ˜ pitch) emulating natural human hand grip on a mouse.
  • Focused Path Traversal:
    • Eliminated random 360ยฐ sweeps and idle steering overrides while actively traveling along a route. The player stays 100% focused on following the path, only engaging casual glances when paused at a waypoint.

๐Ÿšช Interactive World Traversal (Doors, Fence Gates, Trapdoors)

  • Proactive Raycast Sensing:
    • Scans block positions 1.5m1.5m directly ahead along the player's movement direction.
  • Automatic Opening:
    • Senses closed doors, fence gates, and trapdoors ahead and triggers interaction before the player reaches them, walking through smoothly without stopping or bumping.

๐Ÿง— Ladders & Vines with Descent Safety

  • Vertical Ascent:
    • Detects ladder and vine blocks, holding Forward (W) without jump or sprint interference for clean climbing.
  • Descent Control:
    • Automatically manages controlled descent when navigating downward on ladders.

๐ŸŒŠ Water Current & Waterfall Navigation

  • Surface Swimming:
    • Senses water submersion and pulses jump input to swim upward and maintain surface oxygen.
  • Waterfall Ascent:
    • Maintains forward pressure against vertical water columns to ascend waterfalls reliably.

๐Ÿฆ˜ Sprint Parkour & Chasm Apex Physics

  • Preemptive Gap Detection:
    • Proactively scans 1 block ahead for empty chasms and verifies solid landing platforms 2 to 4 blocks ahead.
  • Apex Jump Execution:
    • Launches jumps at the optimal edge distance (<1.4m<1.4m) with full sprint momentum preserved to clear 2-, 3-, and 4-block gaps.

๐Ÿชœ Proactive Step-Jumping (Zero Wall Collisions)

  • Step-Ahead Detection:
    • Senses 1-block ledges 0.7mโˆ’1.3m0.7mโˆ’1.3m in advance before the player touches them.
  • Sprint Momentum Retention:
    • Jumps proactively while maintaining sprint speed, gliding up blocks, hills, and stairs without colliding face-first into walls.

๐Ÿ“ Anticipatory Catmull-Rom Corridor Look-Ahead

  • Dynamic Look-Ahead Blending:
    • Replaced discrete block-center gaze snaps with a continuous 2.2m2.2m look-ahead along path corridors.
    • Gaze vector naturally leads corner turns into upcoming hallways before reaching the waypoint pivot.
  • Catmull-Rom & Bรฉzier 3D Spline Smoothing:
    • Evaluates continuous spline tangents, transforming jagged 90ยฐ grid paths into smooth, organic curves.

๐Ÿง  Q-Learning ML Obstacle Avoidance

  • Autonomous Avoidance:
    • When unexpected dynamic obstacles or blockages appear, a tabular Q-learning agent evaluates local clearance and executes evasive maneuvers (lateral curving, hopping, unstucking) without stalling.

3. โŒจ๏ธ Controls & Keybinding Safety

๐Ÿšซ Removal of Accidental 'R' Triggering

  • Unbound Route Toggle by Default:
    • The Waypoint Route Toggle keybind (KEY_TOGGLE_ROUTE) has been set to Unbound by default (unknownKeyCode), matching Auto-Reconnect.
    • Pressing R in-game no longer triggers route navigation or unintended movement.
    • Players can assign Route Toggle to any custom key via standard Minecraft Options โ†’ Controls โ†’ Key Binds under the "Foxs Anti AFK" category.

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