FakeLag
Holds back packets so as to prevent you from being hit by an enemy.
Category: Combat
Enabled by default: No
Settings
Below is the complete tree of all configurable settings for this module.
├── Range (Decimal Range | default: 2.0..5.0 | range: 0.0..10.0)
├── Delay (Integer Range | default: 300..600 | range: 0..1000 | ms)
├── RecoilTime (Integer | default: 250 | range: 0..1000 | ms)
├── Mode (Choice | default: DYNAMIC | options: Constant, Dynamic)
└── FlushOn (Multi-Select | default: [EntityInteract, BlockInteract, Action] | options: EntityInteract, BlockInteract, Action)
Settings Details
- Range (Decimal Range) — default:
2.0–5.0; range:0.0–10.0— Distance range to an enemy required for packet holding to activate. - Delay (Integer Range) — default:
300–600; range:0–1000; unit: ms — How long outgoing packets are held back. - RecoilTime (Integer) — default:
250; range:0–1000; unit: ms — Minimum time after a flush before lagging resumes. - Mode (Choice) — default:
DYNAMIC; options:Constant,Dynamic— Constant always lags; Dynamic only lags when the server position is farther from enemies than the client position. - FlushOn (Multi-Select) — default:
EntityInteract,BlockInteract,Action; options:EntityInteract,BlockInteract,Action— Packet types that immediately flush all queued packets.
Screenshots
Screenshots for FakeLag will be added in a future update.
Last updated: 2026-02-13 — Based on source code