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HELM

Minecraft automation mod. Macros, pathfinding, combat, mining, farming. A better Baritone.
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HELM0.0.6-26.2.jar

File nameHELM0.0.6-26.2.jar
Uploader
vdcoolokvdcoolok
Uploaded
Oct 2, 2026
Downloads
15
Size
477.9 KB
Mod Loaders
Fabric
File ID
9034681
Type
B
Beta
Supported game versions
  • 26.2

Curse Maven Snippet

Fabric

modImplementation "curse.maven:helm-1715897:9034681"

Learn more about Curse Maven

What's new

Fixes movement, adds holding and facing commands, and makes the settings picker usable for block lists.

Movement

  • A pillar jumps again. HELM asked to jump and then cancelled it on the same tick, because the cancel was applied whenever there was no ground at the source block rather than only when that block had to be mined first. A pillar needs to jump before it can place anything, since the block it needs is the one it is standing in. Without the jump the placement never became legal, the player never rose, and the step sat there until it timed out. The cancel is back inside the branch it belongs to, and a pillar into lava no longer takes the swimming path.
  • A fall stops mining at the landing and only mines when the top four blocks of the column are actually blocked, re-checked every tick. Previously it named blocks past the landing, which meant turning to swing at the floor being landed on, and blocks further down a column it could never reach. This was the visible cause of mining an unreachable block on the way down out of a tree.
  • A diagonal no longer mines, the sprint check past a knee-high block covers all four side blocks, each step breaks only what that step needs, and parkour execution matches the reference step for step.

New commands

Command What it does
$autogoto <x> <y> <z> Walk there and keep going back if moved off it
$autogotohere Hold the block you are standing in
$autolookat <pitch>/<yaw> Lock the camera to an angle
$autolookathere Lock the angle you are facing now

An anchored position is checked every tick. If another player, a bomb or anything else moves you off it, HELM searches again from wherever you ended up and walks back. A locked angle is reapplied before the player moves and again after, so the mouse cannot turn the camera until you stop.

The same four are available as macro statements, with the *here shorthands that capture your position or angle once when you type them.

One way to stop

$stop is now the only thing that stops anything. It catches a walk, a search, a running macro, an anchored position and a locked angle at once, and the reply names what it actually caught. $macro stop is gone.

Two things went wrong with macros ending and are fixed: a walk outlived the macro that started it, and a hold left at the end of a macro left the key stuck. Either now stops the walk and releases held inputs.

Settings

  • movement.placementBlocks replaces a hardcoded list of four blocks with one you choose. It covers every kind of placement, bridging, stepping up, pillaring and the failed parkour jump, and earlier names win when several are in the hotbar. The default is the same four in the same order, so nothing changes until you touch it.
  • Block lists open a picker of every block in the game, shown by full name such as minecraft:oak_planks. Typing narrows it, Tab completes the highlighted block, and pressing Enter replaces the whole list. Nothing is chosen until the command is sent. Spaces or commas both separate blocks, and a name that is not a block is refused rather than stored.
  • The arrow keys belong to the chat box again. They were being consumed to move between columns, which stopped you placing the cursor where you wanted.
  • The block list scrolls the right way. The popup was reading the mouse position as the scroll direction, so it only ever scrolled up.

Aiming

  • A placement aims and raycasts from the same eye. Placing under yourself is done while sneaking, but the rotation was computed from the standing eye while the raycast started from the crouching one. The two disagreed about which face was being hit, so the side faces never verified and the aim fell through to the last option that did, which was the top of the block below. The crouching eye was also 1.47 blocks too low, and block traces no longer stop on water sources.

Output

  • Every reply is prefixed with [HELM], so HELM's output is never mixed up with chat or the server.
  • The $set reply says only what was set, the name and its new value. What the setting does is already in the picker, so it is not repeated.

Known

  • If the block list is emptied, HELM falls back to any placeable block in the hotbar rather than refusing to place.
  • Parkour still costs a sprint, so a player that keeps its sprint through a jump keeps its reach.

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