PulseBlink
PulseBlink delays packets in bursts at set intervals, releasing multiple packets together in pulses, creating rhythmic packet bursts.
Blink simply holds all packets continuously until manually released or conditions trigger sending them all at once.
So, PulseBlink sends packets in regular timed pulses, while Blink holds them until released in one go.
PacketDirection
Section titled “PacketDirection”Controls which direction of packets are affected by blinking:
OnlyIncoming
Section titled “OnlyIncoming”Applies blinking only to incoming (server-to-client) packets.
OnlyOutgoing
Section titled “OnlyOutgoing”Applies blinking only to outgoing (client-to-server) packets.
Applies blinking to both incoming and outgoing packets.
Delay Settings
Section titled “Delay Settings”MinTickDelayBetweenLags
Minimum number of ticks to wait before starting the next blink (lag).
MaxTickDelayBetweenLags Maximum number of ticks to wait before the next blink cycle.
MinLagTicks Minimum number of ticks to store/delay packets during a blink.
MaxLagTicks Maximum number of ticks to hold/delay packets in a blink cycle.
Controls behavior style or logic of the blink:
Default
Section titled “Default”Standard blinking behavior.
DefaultCombat
Section titled “DefaultCombat”Default blinking tuned for combat scenarios.
CombatOnly
Section titled “CombatOnly”Only active during combat situations.
FlushConditions
Section titled “FlushConditions”Triggers that instantly flush all delayed packets to prevent desync or allow timely reaction:
Open, InventoryActions, Velocity, Explosion, Teleport, SprintReset, SplashPotion