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KillAura_Forge/neoForge

Auto attack monsters, can attack ender_dragon leviathan and other mod's monsters; auto_farm and auto feed。
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KillAura_Forge-1.4.8+mc1.16.5.jar

File namekillaura-1.4.8+mc1.16.5.jar
Uploader
133279133279
Uploaded
Sep 26, 2026
Downloads
10
Size
253.7 KB
Mod Loaders
Forge
File ID
8980256
Type
R
Release
Supported game versions
  • 1.16.5

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:killaura-forge-1551256:8980256")

Learn more about Curse Maven

What's new

Fixed key-sticking issues that occurred when attacking while the UI is open.
No longer attacks at the exact moment of releasing a shield after holding it, avoiding wasting that attack; the next attack only happens on the following tick.
Added a feature to pause attacks and pause the game when weapon durability is too low. Default durability threshold is 10. Can be used together with the "One-Click Inventory Sort Next" mod: it prioritizes switching to a new weapon; if switching fails, the game is paused and attacking stops.
You can configure whether entities added to the forced attack list ignore invulnerability time. Enabled by default. When disabled, entities in the list no longer automatically ignore invulnerability time and only the main body is attacked.
You can independently configure whether to rotate the blue ray shown by F3+B. Rotation is enabled by default: it always rotates in third-person view, and in first-person view it only rotates at the moment of attack (lasting about 3 milliseconds).
When the UI is open, the list input fields no longer automatically fill in non-AI entities such as paintings or experience orbs; only normal entities like zombies or cows are written.
After disabling wall-penetration attacks, non-selectable entities such as experience orbs and item drops no longer block attacks, while blacklisted entities such as villagers can still block attacks.
Refactored the attack execution logic inside the UI, covering the three main attack nodes of the tick loop for better compatibility.
Refactored the pre-attack judgment for Epic Fight.

修复在UI中攻击时产生的按键粘连问题。
在持盾结束并松开的瞬间不会攻击,避免浪费这次攻击,直到下一tick才会攻击。
新增武器耐久过低时暂停攻击并暂停游戏的功能,默认耐久阈值为10,可搭配"一键背包整理Next"模组使用,优先切换新武器,切换失败则暂停游戏并停止攻击。
可以配置加入强制攻击列表的实体是否忽略无敌时间,默认开启,关闭后列表内的实体不再自动忽略无敌时间,仅攻击整体。
可以单独配置是否旋转F3+B显示的蓝色射线,默认开启旋转,第三人称始终旋转、第一人称仅在攻击的瞬间旋转,大约持续3毫秒。
打开UI时列表输入框不会自动填入无AI的实体,如画、经验球,只会写入正常的实体如僵尸、牛。
关闭穿墙攻击后,经验球、掉落物等不可选取的实体不会再阻挡攻击,黑名单中的实体如村民仍然可以阻挡攻击。
重构了在UI中执行攻击的逻辑,覆盖了tick循环的三个主要攻击节点,适配性更强。
重构了史诗战斗的攻击前判断。

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