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Ping

Simulates controlled ping behavior by delaying both incoming and outgoing packets, often used for synchronization exploits, bypasses, or custom behavior in combat.

Controls simulated delay for packets from server to client.

Minimum delay (in milliseconds) applied to incoming packets.

Maximum delay (in milliseconds) applied to incoming packets.

Minimum delay between recalculating a new simulated ping value.

Maximum delay between ping recalculations.

Defines how ping changes over time — Instant applies changes immediately, Smooth gradually applies them.

Minimum rate of increase for ping per second.

Maximum rate of increase for ping per second.

Minimum time before the next ping acceleration can apply.

Maximum delay before applying the ping acceleration.

Minimum interval between recalculations of acceleration behavior.

Maximum interval between acceleration recalculations.

Minimum time needed to reduce the simulated ping smoothly.

Maximum allowed time to decelerate the ping to a lower value.


Controls simulated delay for packets from client to server.

Minimum simulated ping on outgoing packets.

Maximum simulated ping on outgoing packets.

Minimum delay before recalculating the outgoing ping.

Maximum delay between outgoing ping recalculations.

Controls how outgoing ping transitions — Instant or Smooth.

Minimum speed at which ping increases per second.

Maximum speed at which ping increases per second.

Shortest wait before acceleration is applied to outgoing packets.

Longest wait before acceleration is applied.

Shortest delay before recalculating acceleration behavior.

Longest delay before recalculating acceleration.

Minimum duration for reducing ping smoothly.

Maximum duration for gradual ping reduction.


Enables special behavior or packet delays when engaged in combat.

Delay before starting ping simulation when combat begins.

Maximum delay before activating ping logic during combat.

Resets simulated ping behavior if the player is too far from the target.

Introduces randomization or failure chances in simulation.

Controls the interval between potential simulated failures to show legitimacy.

Specifies which entities are affected by or taken into account during ping manipulation:
Player, Mob, Animal, Villager, ArmorStand

Triggers an immediate flush of all delayed packets under specific actions to avoid desync or misbehavior:

  • StandingStill
  • ScaffoldToggled
  • PlaceBlocks
  • BreakBlocks
  • HoldingBlocks
  • UseItem
  • OpenedGUI
  • InventoryActions
  • Velocity
  • Explosion
  • Teleport
  • SprintReset
  • SplashPotion
  • Attack