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Scaffold

One of the most important modules for many players, Scaffold lets you automatically place blocks beneath you while moving, making building bridges or towers fast and safe. Just like KillAura is vital for combat, Scaffold is a for anyone who wants to build quickly without worrying about falling.

You can see your player’s rotations in third-person view (both front and back) which helps you understand how the module targets block placement. In first-person view, rotations aren’t visible because you’re seeing through the player’s eyes, but the module still perfectly handles aiming and block placement behind the scenes. Rotations happen only server side in first-person view.

Determines whether to use the new rotation mode or the old/default one. False means old mode is used.

Easy to use but very inefficient.

Controls overall (Y, X, Z) aim speed.

Minimum horizontal (yaw) rotation speed.

Maximum horizontal (yaw) rotation speed.

Minimum vertical (pitch) rotation speed.

Maximum vertical (pitch) rotation speed.

Minimum acceleration for yaw rotation.

Maximum acceleration for yaw rotation.

Minimum acceleration for pitch rotation.

Maximum acceleration for pitch rotation.

Enables use of custom rotation speeds for block clutch action when true.

Give better control over rotation speed when clutching blocks. (false uses same clutch rotation as normal rotation)

Rotation mode used during block clutch; false means old mode.

Easy to use but very inefficient.

Control overall (Y, X, Z) aim speed.

Use a way better clutch mode.

Minimum yaw speed during block clutch.

Maximum yaw speed during block clutch.

Minimum pitch speed during block clutch.

Maximum pitch speed during block clutch.

Minimum yaw acceleration during block clutch.

Maximum yaw acceleration during block clutch.

Minimum pitch acceleration during block clutch.

Maximum pitch acceleration during block clutch.

Minimum rotation preserved after disabling the rotation module.

Maximum rotation preserved after disabling the rotation module.

Enables or controls randomization of rotations for both pitch and yaw.

Enables randomization of pitch (vertical) rotation when true.

Chance (percentage) to randomize pitch while yaw rotation is occurring.

Chance (percentage) to randomize pitch while blocking.

Chance (percentage) to randomize pitch while in the air.

Settings related to additional pitch randomization parameters.

Minimum value for random pitch adjustment.

Maximum value for random pitch adjustment.

Minimum interval between pitch randomizations.

Maximum interval between pitch randomizations.

Prevents pitch randomization from happening consecutively.

Enables randomization of yaw (horizontal) rotation when true.

Chance (percentage) to randomize yaw while pitch rotation is occurring.

Chance (percentage) to randomize yaw while blocking.

Chance (percentage) to randomize yaw while in the air.

Settings related to additional yaw randomization parameters.

Minimum value for random yaw adjustment.

Maximum value for random yaw adjustment.

Minimum interval between yaw randomizations.

Maximum interval between yaw randomizations.

Prevents yaw randomization from happening consecutively.

Contains settings for applying static pitch angles during movement, jumps, and clutches. Locks your vertical view angle (pitch) at a set value, usually around 80°, to keep your aim steady. It’s used for clutching, bridging, and bypassing anti-cheat by making movement look consistent and legit.

Enables the use of a static pitch angle.

Applies static pitch while jumping.

Randomizes static pitch only at the start of the action, not continuously.

If true, disables static pitch during block clutch actions.

Minimum pitch angle when facing forward using static pitch.

Maximum pitch angle when facing forward using static pitch.

Enables static pitch while moving diagonally.

Applies static pitch during diagonal jumps.

Only randomizes static pitch at the beginning of diagonal movement.

Disables static pitch for diagonal block clutch actions if true.

Minimum pitch angle for diagonal movement.

Maximum pitch angle for diagonal movement.

Reduces how much yaw (horizontal angle) is rotated during movement.

Enables strict yaw constraints for more accurate or limited movement.

Minimum factor allowed for incorrect yaw deviation.

Maximum factor allowed for incorrect yaw deviation.

Minimum delay before applying rotation after changing movement direction.

Maximum delay before applying rotation after changing movement direction.

Enables rotation based on player movement.

Only rotates with movement when the direction is orthogonal (not diagonal).

Enables general improvements to rotation and prediction logic.

Applies improvement logic only during clutch situations.

Expands the block search range to find more clutch placements.

Only uses extended block search during clutching.

Enables strafing movement while bridgeing (not diagonally).

Defines the minimum angle (in degrees) for strafing.

Defines the maximum angle (in degrees) for strafing.

Controls the minimum side-to-side distance of each strafe movement.

Controls the maximum side-to-side distance of each strafe movement.

Keeps your rotation accurate and aligned during building.

Adjusts strafe direction based on pressed movement keys.

Strafes correctly when in cage situations (e.g., box starts or void clutches).

Sets the minimum width of the correction strafe when using keybinds.

Sets the maximum width of the correction strafe when using keybinds.

Defines the minimum duration (in ticks) of keybind correction.

Defines the maximum duration (in ticks) of keybind correction.

Prevents the same correction pattern from happening repeatedly.

Minimum offset from center used during keybind-based strafing.

Maximum offset from center used during keybind-based strafing.

MinCorrectStrafeWithKeyBindsMiddleExclusion

Section titled “MinCorrectStrafeWithKeyBindsMiddleExclusion”

Minimum excluded zone where middle strafe should not activate.

MaxCorrectStrafeWithKeyBindsMiddleExclusion

Section titled “MaxCorrectStrafeWithKeyBindsMiddleExclusion”

Maximum excluded zone where middle strafe should not activate.

Minimum delay before recalculating the middle strafe position.

Maximum delay before recalculating the middle strafe position.

Starts rotation behavior when the player is at the edge of a block.

Minimum delay before triggering rotation at edge.

Maximum delay before triggering rotation at edge.

Ignores edge start behavior during block clutching.

Checks if rotation should be adjusted when near an edge.

Checks if block placement is aligned with the edge.

Enables fast flick-like rotation for quick reaction or block placement.

Enables secondary flick behavior (e.g., for fallback or secondary logic).

Enables additional rotation logic for smoother transitions.

Reuses previous rotation angles for more consistent movement.

Applies rotation adjustments for compatibility with Intave anti-cheat.

Uses safer values for Intave to avoid detection.

Uses faster values for Intave if safety allows it.

Controls how pitch angle is selected: Nearest, Furthest, Highest, Lowest, Mid, Random

Maximum amount of pitch correction allowed.

Ignores the pitch correction limit when block clutching.

Allows expanded or flexible rotation movement when needed.

Increases how far the system looks for blocks to place or rotate to.

Disables the arm swing animation when clicking.

Disables the swing animation sent to the server.

Minimum clicks per second allowed.

Maximum clicks per second allowed.

InternalDCPSModeTrue: The program decides how fast to click by itself. ExternalDCPSModeTrue: Something else (like another tool or you) controls how fast it clicks.

DCPS= Dynamic clicks per second.

Minimum dynamic clicks per second. A dynamic click changes its speed automatically based on the situation.

Maximum dynamic clicks per second. A dynamic click changes its speed automatically based on the situation.

Forces block placement if it prevents falling.

Always attempts to place blocks when conditions allow.

Pauses clicking under certain conditions.

Delays clicks to mimic more natural timing.

Limits to one click per action or tick.

Maximum yaw rotation change allowed for block placement.

Maximum pitch rotation change allowed for block placement.

Removes rotation limits during block clutch moves.

Enables sneaking.

Allows a time jump when sneaking one block forward.

Sneaks exactly one block forward.

Minimum ticks off the ground before sneaking forward (min range).

Maximum ticks off the ground before sneaking forward (min range).

Minimum ticks off the ground before sneaking forward (max range).

Maximum ticks off the ground before sneaking forward (max range).

Sneaks exactly one block diagonally.

Minimum ticks off the ground before sneaking diagonally (min range).

Maximum ticks off the ground before sneaking diagonally (min range).

Minimum ticks off the ground before sneaking diagonally (max range).

Maximum ticks off the ground before sneaking diagonally (max range).

Minimum number of ticks to sneak.

Maximum number of ticks to sneak.

Prevents sneaking actions from happening consecutively.

Enables handling of sneaking outliers (unusual ticks).

Minimum tick count for outlier sneaks.

Maximum tick count for outlier sneaks.

Minimum delay before outlier sneaks.

Maximum delay before outlier sneaks.

Minimum distance from block to start sneaking.

Maximum distance from block to start sneaking.

Minimum sneak blocks forward.

Maximum sneak blocks forward.

Minimum sneak blocks diagonally.

Maximum sneak blocks diagonally.

Enables slowing down movement while sneaking.

Adjusts sneak calculation timing to make it more efficient.

Controls how Anti-Directional Hits (ADHS) are handled to avoid getting caught by anti-cheat systems.

  • None: No special handling for ADHS.
  • ADS: Basic protection against ADHS detection.
  • ADHS: Advanced protection for better anti-cheat evasion.

ADHS = Anti-Directional Hit System ADS= Advanced handling for Anti-Directional Hit detection system

Fixes movement bugs caused by the module.

  • None: No fixes.
  • Default: Simple fix for common problems.
  • Advanced: Better fix for smoother movement.

Special fix for movement issues with the Intave anti-cheat system.

Controls sprinting behavior.

  • None: Sprinting is off.
  • Legit: Sprint like a normal player.
  • AllDirection: Sprint in all directions.
  • AllDirectionMotion: Sprint in all directions with extra motion tweaks.

Lets you keep sprinting while jumping.

Allows you to hover or fall slowly in the air.

Stops all movement right when the module starts.

Prevents you from walking off edges with no blocks underneath.

Lets you sneak even if there is no block below you.

Stops your movement if there is no block beneath to prevent falling.

Makes your speed changes smoother and more natural.

Ignores outside speed or motion effects to keep movement steady.

Automatically sneaks when you turn your view for safer movement.

Stops your movement while you are rotating to avoid suspicious behavior.

Enables God Bridging behavior — timing jumps and block placements for fast bridging without sneaking.

Turns off built-in safety checks that prevent failed GodBridge jumps. Not recommended unless you know what you’re doing.

The minimum number of jumps before the module resets the GodBridge state.

The maximum number of jumps before the module resets the GodBridge state.

Prevents repeated identical jump patterns to avoid detection by anti-cheat.

Minimum number of blocks placed before the next jump starts.

Maximum number of blocks placed before the next jump starts.

Minimum delay (in ms or ticks) after placing a block before jumping.

Maximum delay (in ms or ticks) after placing a block before jumping.

Minimum delay before the first jump when starting to GodBridge.

Maximum delay before the first jump when starting to GodBridge.

Enables moonwalking — moving sideways while placing blocks without shifting.

Minimum horizontal offset from the block edge while moonwalking.

Maximum horizontal offset from the block edge while moonwalking.

Minimum distance from the block when moonwalking starts.

Maximum distance from the block when moonwalking starts.

Minimum distance used for determining the midpoint while moonwalking.

Maximum distance used for determining the midpoint while moonwalking.

Prevents repeated, identical moonwalk patterns to avoid anti-cheat detection.

Minimum delay before recalculating the moonwalk middle offset.

Maximum delay before recalculating the moonwalk middle offset.

Keeps the player’s vertical Y-level (height) consistent while bridging or walking to make movement smoother and more predictable.

Automatically jumps while moving if needed to stay level or to align with block placements.

Optimized movement logic for servers using the Intave anti-cheat system. Helps avoid flagging during SameY bridging.

Enables support for teleport bridging (Telly Bridging), where the player turns around and places blocks quickly while maintaining SameY movement.

Prevents walking off edges when bridging or moving near a drop. Especially useful for safe bridging.

Applies SafeWalk logic even while in mid-air (e.g., during jumps or gaps).

Enables SafeWalk only when moving diagonally, giving more control and flexibility.

Enables jumping behavior during bridging.

Jumping only happens if the space key is being held. Adds manual control.

Minimum number of blocks walked forward before jumping is triggered.

Maximum number of blocks walked forward before jumping is triggered.

Minimum number of blocks walked diagonally before jumping is triggered.

Maximum number of blocks walked diagonally before jumping is triggered.

Sets the global timer speed. A lower value slows down time-based actions, affecting game ticks. Most anti-cheats wont flag any slowdown but they will flag even a 0.1% speed up.

Temporarily lowers the timer speed after specific actions, often for anti-cheat bypass.

The minimum speed the timer can drop to when triggered.

The highest timer speed the module will allow, usually used for recovery after slowdown.

Minimum forward movement multiplier while in the air. Affects speed during jumps.

Maximum forward movement multiplier while in the air.

Prevents repeating the same air forward multiplier value consecutively to mimic human inconsistency.

Minimum strafe (sideways) speed multiplier while in the air.

Maximum strafe (sideways) speed multiplier while in the air.

Prevents repeated strafe values to add randomness.

Minimum forward speed multiplier while on the ground.

Maximum forward speed multiplier while on the ground.

Prevents using the same ground forward multiplier multiple times in a row.

Minimum ground strafe (sideways) speed multiplier.

Maximum ground strafe (sideways) speed multiplier.

Adds variation to ground strafe movement to appear more legit.

Builds upward realistically, mimicking normal player behavior with no suspicious movements. Safe for anti-cheat.

Allows tower building while moving, adapted for the Intave anti-cheat system.

Lets the player build upward (tower) without stopping movement. You can walk forward or strafe while placing blocks below you — useful for smoother bridging transitions or aggressive play.

Similar to Intave1 but with a slightly different movement style. Also supports movement while tower building.

Lets the player build upward (tower) without stopping movement. You can walk forward or strafe while placing blocks below you — useful for smoother bridging transitions or aggressive play.

Designed for NoCheatPlus (NCP). Allows tower building while moving, avoiding NCP flags.

Lets the player build upward (tower) without stopping movement. You can walk forward or strafe while placing blocks below you — useful for smoother bridging transitions or aggressive play.

A faster version of NCP mode. Builds quicker while moving but still tuned for NCP detection.

Lets the player build upward (tower) without stopping movement. You can walk forward or strafe while placing blocks below you — useful for smoother bridging transitions or aggressive play.

Works well with the Verus anti-cheat. Enables movement-based tower building.

Lets the player build upward (tower) without stopping movement. You can walk forward or strafe while placing blocks below you — useful for smoother bridging transitions or aggressive play.

Tower while constantly moving forward — keeps motion smooth and uninterrupted while placing blocks upward.

Lets the player build upward (tower) without stopping movement. You can walk forward or strafe while placing blocks below you — useful for smoother bridging transitions or aggressive play.

Keeps the player in constant forward motion during towering, preventing stop-start movements. Makes the motion look smoother and can help bypass movement checks in anti-cheats.

Adds jump motion during tower building with movement — looks like a player jumping while building upward.

Lets the player build upward (tower) without stopping movement. You can walk forward or strafe while placing blocks below you — useful for smoother bridging transitions or aggressive play.

Applies a jump boost or jumping behavior during movement-based towering. The player jumps as they place blocks, mimicking how a real player might jump-tower while walking.

Controls how silent block/item switching is handled:

  • None: Disables silent switching entirely.
  • Legit: Switches items silently in a way that mimics legitimate player behavior.
  • Default: A balanced mode with decent silence and speed — standard for most use cases.
  • Exploit: Uses more aggressive switching methods which may trigger silent item use in unintended ways — more detectable.

When enabled, always switches to the item stack with the most blocks during silent switching.

Minimum delay (in ticks) before the silent switching process begins after activation.

Maximum delay (in ticks) before silent switching begins — adds randomization.

Minimum delay between actual silent item switches.

Maximum delay between silent switches — allows timing variation.

Minimum number of items required in a stack for the module to consider switching to it.

Maximum stack size considered for switching — useful to avoid selecting very large stacks if needed.

Minimum delay before switching back to the original item after a silent switch.

Maximum delay before switching back to the original item.

When enabled, back-switch delay adapts dynamically based on context — e.g., delays more if the player is mid-action or in air.

Shows a third-person visual to help align placements while scaffolding.

Displays how many blocks are left in your inventory.

Sets where the BlockCount appears on the screen (X is horizontal, Y is vertical).

Changes the size of the BlockCount display.

Enables a background behind the BlockCount for better visibility.

Controls the color of the background. Works with the options below.

  • Rainbow: Cycles through bright rainbow colors.
  • Fade: Soft fade between shades of only one color.
  • Astolfo: Uses a pinkish/blueish aesthetic.
  • ClientColor: Uses your selected client color setting.

Sets how transparent the ClientColor is (0 = invisible, 255 = fully visible).

Rounds the corners of the BlockCount background box.

Adds a blur behind the BlockCount to reduce clutter.

Adds a shadow effect to the BlockCount text to make it easier to read.

Highlights blocks being placed or interacted with by the scaffold.

Adds a blur effect behind ESP-highlighted blocks.

Adds a shadow around ESP-highlighted blocks to make them stand out.

ESPColor Options (Rainbow / Fade / Astolfo / ClientColor)

Section titled “ESPColor Options (Rainbow / Fade / Astolfo / ClientColor)”

Controls how the ESP blocks are colored using the selected color effect.