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  2. This will not even cost bytes, Completely free. Enjoy! Requirements Python 3.12 NodeJS Getting Started Create folder for project. Open command prompt, cd to the directory. Save the bot.py file. Install dependencies. Run and enjoy! bot.py File import asyncio import random from pynode import Node node = Node() async def generate_bot(): try: mineflayer = node.require('mineflayer') pathfinder = node.require('mineflayer-pathfinder') baritone = node.require('mineflayer-baritone') pvp = node.require('mineflayer-pvp').plugin autoeat = node.require('mineflayer-auto-eat').plugin tool = node.require('mineflayer-tool').plugin collectblock = node.require('mineflayer-collectblock').plugin armor_manager = node.require('mineflayer-armor-manager').plugin autocraft = node.require('mineflayer-autocraft').plugin stateMachine = node.require('mineflayer-statemachine') web_inventory = node.require('mineflayer-web-inventory').plugin vec3 = node.require('vec3') minecraft_data = node.require('minecraft-data') recipe = node.require('prismarine-recipe') bot = mineflayer.createBot({ 'host': 'localhost', 'port': 25565, 'username': 'AutoMinecraft', 'version': '1.0.0', 'auth': 'microsoft', 'hideErrors': False, 'logErrors': True }) plugins = [ ('pathfinder', pathfinder.pathfinder), ('baritone', baritone), ('pvp', pvp), ('autoeat', autoeat), ('tool', tool), ('collectblock', collectblock), ('armorManager', armor_manager), ('autocraft', autocraft), ('webInventory', web_inventory) ] for name, plugin in plugins: try: bot.loadPlugin(plugin) print(f"Successfully loaded {name} plugin") except Exception as e: print(f"Error loading {name} plugin: {str(e)}") try: await asyncio.wait_for(node.call(bot, 'once', 'spawn'), timeout=30) print(f"Bot {await node.get(bot, 'username')} spawned at {await node.get(bot.entity, 'position')}") mc_data = minecraft_data(bot.version) movements = pathfinder.Movements(bot, mc_data) bot.pathfinder.setMovements(movements) bot.recipes = recipe(bot.version) bot.mcData = mc_data except asyncio.TimeoutError: print("Bot failed to spawn within 30 seconds") return except Exception as e: print(f"Error during initialization: {str(e)}") return if hasattr(bot, 'baritone'): await node.call(bot.baritone, 'setSettings', { 'allowBreak': True, 'allowPlace': True, 'allowSprint': True, 'allowParkour': True, 'allowInventory': True, 'allowDownwardTunneling': True, 'allowDiagonalAscend': True, 'avoidance': True, 'mineScanDroppedItems': True, 'buildIgnoreBlocks': ['chest', 'furnace', 'crafting_table'], 'itemSaver': lambda item: 'diamond' in item.name if item else False }) if hasattr(bot, 'autoEat'): bot.autoEat.options = { 'priority': 'foodPoints', 'startAt': 14, 'banning': False, 'eatingTimeout': 3, 'ignoreInventoryCheck': True } if hasattr(bot, 'armorManager'): bot.armorManager.setSettings({ 'prioritizeProtection': True, 'equipArmor': True, 'preferChestplate': True }) if hasattr(bot, 'collectBlock'): bot.collectBlock.chestLocations = [] bot.collectBlock.maxChestDistance = 16 bot.collectBlock.autoDeposit = True if hasattr(bot, 'webInventory'): bot.webInventory.startServer({ 'port': 3000, 'enableChests': True, 'enableFurnaces': True }) print(f"Inventory web interface at [Hidden Content]") if hasattr(stateMachine, 'createStateMachine'): states = { 'idle': { 'name': "Idle", 'enter': lambda: print("Entering idle state"), 'exit': lambda: print("Exiting idle state") }, 'mining': { 'name': "Mining", 'enter': lambda: print("Entering mining state"), 'exit': lambda: print("Exiting mining state") }, 'fighting': { 'name': "Fighting", 'enter': lambda: print("Entering fighting state"), 'exit': lambda: print("Exiting fighting state") }, 'crafting': { 'name': "Crafting", 'enter': lambda: print("Entering crafting state"), 'exit': lambda: print("Exiting crafting state") }, 'exploring': { 'name': "Exploring", 'enter': lambda: print("Entering exploring state"), 'exit': lambda: print("Exiting exploring state") } } transitions = [ { 'parent': 'idle', 'child': 'mining', 'shouldTransition': lambda: random.random() < 0.3, 'onTransition': lambda: print("Transitioning from idle to mining") }, { 'parent': 'idle', 'child': 'exploring', 'shouldTransition': lambda: random.random() < 0.3, 'onTransition': lambda: print("Transitioning from idle to exploring") }, { 'parent': '*', 'child': 'fighting', 'shouldTransition': lambda: len([e for e in bot.entities.values() if is_hostile_mob(e)]) > 0, 'onTransition': lambda: print("Transitioning to fighting due to hostile mob") }, { 'parent': 'fighting', 'child': 'idle', 'shouldTransition': lambda: len([e for e in bot.entities.values() if is_hostile_mob(e)]) == 0, 'onTransition': lambda: print("Transitioning back to idle after combat") } ] bot.stateMachine = stateMachine.createStateMachine(bot, states, transitions) bot.stateMachine.start() else: print("State machine plugin not properly initialized") async def safe_chat_handler(username, message, *args): try: if username != await node.get(bot, 'username'): await handle_chat(bot, username, message) except Exception as e: print(f"Error in chat handler: {str(e)}") await node.call(bot, 'on', 'chat', safe_chat_handler) await node.call(bot, 'on', 'health', lambda: ( on_low_health(bot) if bot.health < 10 else None )) await node.call(bot, 'on', 'death', lambda: ( print("Bot died! Respawning..."), bot.stateMachine.setState('idle') if hasattr(bot, 'stateMachine') else None )) await node.call(bot, 'on', 'error', lambda err: print(f"Bot error: {str(err)}")) await node.call(bot, 'on', 'kicked', lambda reason: print(f"Bot kicked: {reason}")) await node.call(bot, 'on', 'end', lambda: print("Bot disconnected")) async def bot_routine(): print("Starting ultimate bot routine...") try: await initialize_bot(bot) while True: try: if hasattr(bot, 'stateMachine'): current_state = await node.get(bot.stateMachine, 'currentState') state_name = current_state.get('name', 'unknown') print(f"Current state: {state_name}") if state_name == 'idle': await idle_state(bot) elif state_name == 'mining': await mining_state(bot) elif state_name == 'fighting': await fighting_state(bot) elif state_name == 'crafting': await crafting_state(bot) elif state_name == 'exploring': await exploring_state(bot) else: print("State machine not available, using fallback behavior") await fallback_behavior(bot) await asyncio.sleep(1) except Exception as e: print(f"Error in bot routine: {str(e)}") await asyncio.sleep(5) except Exception as e: print(f"Fatal error in bot routine: {str(e)}") asyncio.create_task(bot_routine()) except Exception as e: print(f"Failed to create bot: {str(e)}") async def has_materials_for(bot, item_name): """Verify exact recipe requirements with proper material checking""" try: if not hasattr(bot, 'recipes') or not hasattr(bot, 'inventory'): return False recipes = await node.call(bot.recipes, 'all', item_name) if not recipes: print(f"No recipes found for {item_name}") return False inventory_items = await node.get(bot.inventory, 'items') inventory_counts = {} for item in inventory_items: name = item.name.split(':')[-1] inventory_counts[name] = inventory_counts.get(name, 0) + item.count print(f"Checking recipes for {item_name}. Inventory: {inventory_counts}") for rec in recipes: try: satisfied = True recipe = await node.get(rec, 'delta') for ingredient in recipe: ing_name = ingredient.split(':')[-1] required = recipe[ingredient] if inventory_counts.get(ing_name, 0) < abs(required): satisfied = False break if satisfied: print(f"Found valid recipe for {item_name}") return True except Exception as e: print(f"Error checking recipe: {str(e)}") continue print(f"No valid recipes found for {item_name}") return False except Exception as e: print(f"Error in has_materials_for: {str(e)}") return False async def initialize_bot(bot): """Initial setup sequence for the bot""" try: print("Initializing bot...") await gather_initial_equipment(bot) await build_shelter(bot) await setup_storage(bot) if hasattr(bot, 'stateMachine'): await node.call(bot.stateMachine, 'setState', 'idle') print("Initialization complete") except Exception as e: print(f"Initialization error: {str(e)}") async def gather_initial_equipment(bot): """Collect initial resources and craft basic tools""" try: print("Gathering initial equipment...") if hasattr(bot, 'collectBlock'): await node.call(bot.collectBlock, 'collect', { 'blocks': ['log', 'cobblestone', 'coal_ore'], 'radius': 8, 'maxMoves': 200 }) if not await has_wooden_tools(bot): await craft_wooden_tools(bot) if hasattr(bot, 'armorManager'): await node.call(bot.armorManager, 'equipAll') except Exception as e: print(f"Error gathering equipment: {str(e)}") async def craft_wooden_tools(bot): """Craft basic wooden tools using exact recipe verification""" try: print("Attempting to craft wooden tools...") if not await has_crafting_table(bot) and await has_materials_for(bot, 'crafting_table'): print("Crafting crafting table...") await node.call(bot.autocraft, 'craft', 'crafting_table', 1) if not await has_crafting_table(bot): if await has_materials_for(bot, 'oak_planks'): print("Crafting planks...") await node.call(bot, 'craft', bot.mcData.itemsByName['oak_planks'].id, 4) if await has_materials_for(bot, 'crafting_table'): await node.call(bot.autocraft, 'craft', 'crafting_table', 1) if await has_materials_for(bot, 'wooden_pickaxe'): print("Crafting wooden pickaxe...") await node.call(bot.autocraft, 'craft', 'wooden_pickaxe', 1) if await has_materials_for(bot, 'wooden_axe'): print("Crafting wooden axe...") await node.call(bot.autocraft, 'craft', 'wooden_axe', 1) if await has_materials_for(bot, 'wooden_sword'): print("Crafting wooden sword...") await node.call(bot.autocraft, 'craft', 'wooden_sword', 1) except Exception as e: print(f"Error crafting wooden tools: {str(e)}") async def craft_equipment(bot): """Craft better equipment using exact recipe verification""" try: print("Attempting to craft better equipment...") if await has_materials_for(bot, 'iron_pickaxe'): print("Crafting iron pickaxe...") await node.call(bot.autocraft, 'craft', 'iron_pickaxe', 1) if await has_materials_for(bot, 'iron_sword'): print("Crafting iron sword...") await node.call(bot.autocraft, 'craft', 'iron_sword', 1) if await has_materials_for(bot, 'iron_chestplate'): print("Crafting iron chestplate...") await node.call(bot.autocraft, 'craft', 'iron_chestplate', 1) if await has_materials_for(bot, 'iron_leggings'): print("Crafting iron leggings...") await node.call(bot.autocraft, 'craft', 'iron_leggings', 1) if await has_materials_for(bot, 'furnace'): print("Crafting furnace...") await node.call(bot.autocraft, 'craft', 'furnace', 1) except Exception as e: print(f"Error crafting equipment: {str(e)}") async def build_shelter(bot): """Build a basic shelter if needed""" try: if not await has_shelter(bot) and hasattr(bot, 'baritone'): print("Building shelter...") await node.call(bot.baritone, 'build', 'shelter', { 'size': '5x5x3', 'walls': 'cobblestone', 'roof': 'oak_planks', 'floor': 'oak_planks', 'door': True, 'torches': True }) await wait_for_baritone(bot) except Exception as e: print(f"Error building shelter: {str(e)}") async def setup_storage(bot): """Set up storage system with chests""" try: if not await has_storage(bot): print("Setting up storage...") if await has_materials_for(bot, 'chest'): await node.call(bot.autocraft, 'craft', 'chest', 2) if hasattr(bot, 'placeBlock'): pos = await node.get(bot.entity, 'position') offset = vec3(1, 0, 0) await node.call(bot, 'placeBlock', await node.call(bot, 'blockAt', pos.plus(offset)), offset) await node.call(bot, 'placeBlock', await node.call(bot, 'blockAt', pos.plus(offset.plus(vec3(1, 0, 0))), offset)) except Exception as e: print(f"Error setting up storage: {str(e)}") async def idle_state(bot): """Behavior when in idle state""" try: choice = random.randint(0, 3) if choice == 0 and hasattr(bot, 'stateMachine'): await node.call(bot.stateMachine, 'setState', 'mining') elif choice == 1 and hasattr(bot, 'stateMachine'): await node.call(bot.stateMachine, 'setState', 'exploring') elif choice == 2 and hasattr(bot, 'stateMachine'): await node.call(bot.stateMachine, 'setState', 'crafting') else: await asyncio.sleep(5) except Exception as e: print(f"Error in idle state: {str(e)}") async def mining_state(bot): """Mining behavior with resource collection""" try: if hasattr(bot, 'baritone'): print("Starting mining operation") await node.call(bot.baritone, 'mine', [ 'diamond_ore', 'iron_ore', 'gold_ore', 'redstone_ore', 'coal_ore', 'lapis_ore', 'emerald_ore' ], { 'size': '20x20', 'minY': 0, 'maxY': 40 }) if hasattr(bot, 'collectBlock'): await node.call(bot.collectBlock, 'collect', { 'radius': 15, 'maxMoves': 100 }) await return_to_storage(bot) if hasattr(bot, 'stateMachine'): await node.call(bot.stateMachine, 'setState', 'idle') except Exception as e: print(f"Error in mining state: {str(e)}") if hasattr(bot, 'stateMachine'): await node.call(bot.stateMachine, 'setState', 'idle') async def fighting_state(bot): """Combat behavior with mob fighting""" try: if hasattr(bot, 'entities'): hostiles = [e for e in bot.entities.values() if is_hostile_mob(e)] if hostiles: target = hostiles[0] if hasattr(bot, 'tool'): await node.call(bot.tool, 'equipBestWeapon') if hasattr(bot, 'pvp'): await node.call(bot.pvp, 'attack', target) while await node.get(target, 'isValid') and await node.get(bot, 'health') > 5: await asyncio.sleep(0.5) if hasattr(bot, 'stateMachine'): await node.call(bot.stateMachine, 'setState', 'idle') except Exception as e: print(f"Error in fighting state: {str(e)}") if hasattr(bot, 'stateMachine'): await node.call(bot.stateMachine, 'setState', 'idle') async def crafting_state(bot): """Crafting behavior with recipe verification""" try: print("Entering crafting state") await craft_equipment(bot) if hasattr(bot, 'stateMachine'): await node.call(bot.stateMachine, 'setState', 'idle') except Exception as e: print(f"Error in crafting state: {str(e)}") if hasattr(bot, 'stateMachine'): await node.call(bot.stateMachine, 'setState', 'idle') async def exploring_state(bot): """Exploration behavior with combat awareness""" try: if hasattr(bot, 'baritone'): print("Exploring the world") await node.call(bot.baritone, 'explore', { 'radius': 150, 'onFind': lambda entity: ( node.call(bot.stateMachine, 'setState', 'fighting') if is_hostile_mob(entity) else None ), 'onFindBlock': lambda block: ( node.call(bot.stateMachine, 'setState', 'mining') if is_valuable_block(block) else None ) }) await asyncio.sleep(120) if hasattr(bot, 'baritone'): await node.call(bot.baritone, 'stop') if hasattr(bot, 'stateMachine'): await node.call(bot.stateMachine, 'setState', 'idle') except Exception as e: print(f"Error in exploring state: {str(e)}") if hasattr(bot, 'stateMachine'): await node.call(bot.stateMachine, 'setState', 'idle') async def fallback_behavior(bot): """Fallback when state machine fails""" try: print("Running fallback behavior") await asyncio.sleep(5) except Exception as e: print(f"Error in fallback behavior: {str(e)}") async def return_to_storage(bot): """Return to storage location""" try: if hasattr(bot, 'baritone'): chest = await node.call(bot, 'findBlock', { 'matching': 'chest', 'maxDistance': 32 }) if chest: pos = await node.get(chest, 'position') await node.call(bot.baritone, 'goto', pos.x, pos.y, pos.z) await wait_for_baritone(bot) except Exception as e: print(f"Error returning to storage: {str(e)}") async def wait_for_baritone(bot): """Wait for Baritone to complete tasks""" try: while hasattr(bot, 'baritone') and await node.get(bot.baritone, 'goal'): await asyncio.sleep(1) except Exception as e: print(f"Error waiting for Baritone: {str(e)}") async def has_wooden_tools(bot): """Check if bot has wooden tools""" try: if hasattr(bot, 'inventory'): items = await node.get(bot.inventory, 'items') return any('wooden' in item.name for item in items) return False except Exception as e: print(f"Error checking wooden tools: {str(e)}") return False async def has_crafting_table(bot): """Check if bot has access to a crafting table""" try: if hasattr(bot, 'findBlock'): return await node.call(bot, 'findBlock', { 'matching': 'crafting_table', 'maxDistance': 5 }) is not None return False except Exception as e: print(f"Error checking for crafting table: {str(e)}") return False async def has_shelter(bot): """Check if bot has a shelter""" try: if hasattr(bot, 'findBlock'): return await node.call(bot, 'findBlock', { 'matching': ['crafting_table', 'furnace'], 'maxDistance': 10 }) is not None return False except Exception as e: print(f"Error checking for shelter: {str(e)}") return False async def has_storage(bot): """Check if bot has storage""" try: if hasattr(bot, 'findBlock'): return await node.call(bot, 'findBlock', { 'matching': 'chest', 'maxDistance': 5 }) is not None return False except Exception as e: print(f"Error checking for storage: {str(e)}") return False async def handle_chat(bot, username, message): """Handle chat commands safely""" try: if message.startswith('!'): cmd = message[1:].lower() if cmd == 'come' and hasattr(bot, 'baritone'): target = bot.players[username].entity if target: pos = await node.get(target, 'position') await node.call(bot.baritone, 'goto', pos.x, pos.y, pos.z) await node.call(bot, 'chat', f"Coming to you, {username}!") elif cmd == 'mine' and hasattr(bot, 'baritone'): await node.call(bot.baritone, 'mine', 'diamond_ore') await node.call(bot, 'chat', "Mining diamonds!") elif cmd == 'stop' and hasattr(bot, 'baritone'): await node.call(bot.baritone, 'stop') await node.call(bot, 'chat', "Stopping current action.") elif cmd == 'craft' and hasattr(bot, 'autocraft'): if await has_materials_for(bot, 'iron_pickaxe'): await node.call(bot.autocraft, 'craft', 'iron_pickaxe', 1) await node.call(bot, 'chat', "Crafting iron pickaxe!") else: await node.call(bot, 'chat', "Not enough materials for iron pickaxe!") except Exception as e: print(f"Error handling chat command: {str(e)}") async def on_low_health(bot): """Handle low health situation""" try: print(f"Low health detected: {bot.health}") if hasattr(bot, 'stateMachine'): await node.call(bot.stateMachine, 'setState', 'fighting') if hasattr(bot, 'autoEat'): await node.call(bot.autoEat, 'enable') if hasattr(bot, 'baritone'): await node.call(bot.baritone, 'stop') except Exception as e: print(f"Error handling low health: {str(e)}") def is_hostile_mob(entity): """Check if entity is hostile""" try: hostile_mobs = ['zombie', 'skeleton', 'spider', 'creeper', 'enderman'] return any(mob in entity.name.lower() for mob in hostile_mobs) except Exception as e: print(f"Error checking hostile mob: {str(e)}") return False def is_valuable_block(block): """Check if block is valuable""" try: valuable_blocks = ['diamond_ore', 'emerald_ore', 'gold_ore', 'ancient_debris'] return any(b in block.name.lower() for b in valuable_blocks) except Exception as e: print(f"Error checking valuable block: {str(e)}") return False try: asyncio.run(generate_bot()) except KeyboardInterrupt: print("Bot stopped by user") except Exception as e: print(f"Fatal error: {str(e)}") Install Dependencies npm install mineflayer mineflayer-pathfinder mineflayer-baritone mineflayer-pvp mineflayer-auto-eat mineflayer-tool mineflayer-collectblock mineflayer-armor-manager mineflayer-autocraft mineflayer-statemachine mineflayer-web-inventory prismarine-recipe minecraft-data vec3 Run The Bot python bot.py Web Interface [Hidden Content] Commands !come - Bot comes to your location !mine - Bot starts mining diamonds !stop - Bot stops current action !craft - Bot crafts best available tool
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  4. Memecoin Smart Contract w/ Advanced Features View File You can find the thread here: Submitter rip Submitted 06/29/2025 Category General  
  5. This is my personal advanced memecoin smart contract that will allow you to create any memecoin you want. Tokenomics & Supply Hard capped at 1 billion tokens (MAX_SUPPLY). Initial minting at 500 million tokens minted to deployer on creation. Deflationary mechanism and optional token burns via buyback function. Automated Taxes & Fees Buy/Sell Taxes Configurable rates (default: 5% buy, 10% sell). Taxes fund: Treasury wallet Liquidity pool (auto-LP) Buyback & burn Dynamic Tax Tiers – Lower taxes for long-term holders (scales with time held). Fee Exemptions – Exclude wallets (e.g: owner, treasury, etc) from taxes. Anti-Bot & Anti-Whale Transaction Limits maxTxAmount - Caps per-transaction volume. maxWalletAmount - Limits max tokens per wallet. Blacklist Function – Block known bots/scam addresses. Trading Delay – Requires enableTrading() to start (prevents sniper bots). Security & Controls Ownable – Admin-only functions for key adjustments. LP Auto-Locking – Taxes auto-convert to liquidity (anti-rug pull). Reentrancy Guards – Prevents flash loan attacks. Emergency ETH Withdraw – Owner can recover stuck ETH. Holder Rewards Reflection System – 2% of transactions redistributed to holders. Staking Pool – Stake tokens to earn additional rewards. Liquidity & Buyback Auto-LP – 3% of trades auto-added to liquidity. Buyback & Burn – 2% of trades used to buy and burn tokens (deflationary). DEX Integration Uniswap/PancakeSwap Support – Built-in router/pair setup. Automated Market Maker (AMM) Detection – Recognizes buys/sells for proper tax application. Governance & Upgrades Adjustable Parameters – Owner can modify: Tax rates (capped at 20%) Fee distributions Wallet limits Multi-Sig Ready – Treasury/ownership can be assigned to a multi-sig wallet. Getting Started Follow these steps to launch your token on Ethereum or any other EVM chains like BSC, Polygon, etc.. Requirements Before you start, ensure you have: MetaMask installed (Testnet ETH is required) Node.js (v16+) and npm/yarn Hardhat or Truffle Testnet ETH (faucets) Setup the Project npm install --save-dev hardhat @nomiclabs/hardhat-waffle ethers @openzeppelin/contracts Edit hardhat.config.js setting both your keys. Deploy the Contract npx hardhat run scripts/deploy.js --network ropsten Replace ropsten with bsc_testnet for binance smart chain. Interacting with Your Memecoin Enable Trading await memecoin.enableTrading(); Set Taxes await memecoin.setTaxRates(5, 10); // 5% buy tax, 10% sell tax Exclude Wallet(s) Fees await memecoin.setExemptFromFees("0xWalletAddress", true); Add Liquidity on Uniswap/PancakeSwap Go to Uniswap (ETH) or PancakeSwap (BSC) Provide ETH/BNB + Your Token Lock LP tokens (use Unicrypt to prevent rug pulls) Security & Final Steps Verify Contract on Etherscan/BscScan npx hardhat verify --network ropsten DEPLOYED_CONTRACT_ADDRESS "0xTreasuryWallet" Lock Liquidity (Recommended) Use Unicrypt or Team Finance to lock LP tokens for safety. Renounce Ownership (Optional) Only do this if you don’t need to adjust taxes later! await memecoin.transferOwnership("0x000000000000000000000000000000000000dEaD");
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  8. rip

    Cheat Forums AI

    Cheat Forums AI CUTTING EDGE CHEATING TECHNOLOGY GET PAID TO TRAIN OUR AI, IT'S SIMPLE! How does the AI work? How does getting paid work? Why this is next generation and undetectable? Thread Template Below you will find the template, All you have to do is copy, paste, add the game title and paste a YouTube or other direct video link, post thread and that's it!
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    working skinchanger ragebot visuals subtick bhop customizable world colors lightning etc. antiam
    Free
  10. View File Counter-Strike 2 HvH Cheat working skinchanger ragebot visuals subtick bhop customizable world colors lightning etc. antiam Submitter rip Submitted 06/27/2025 Category Submitted Files  
  11. The total reaction time of the triggerbot is about 13 ms. Average time taken for each function: Screen capture: 8 ms Color detection: 0 ms Mouse event: 5 ms (The numbers above are based on 10x10 scan area.) This triggerbot captures the screen a few milliseconds faster than my previous C implementation, even though they both use BitBlt(). I’m guessing the C/C++ compiler adds a bunch of overhead that slows it down a little. Simple Use Download the cheat. Unzip the file and open main.exe. Turn RawInputBuffer off in Valorant's general settings. Set your game to Windowed Fullscreen. Ensure enemy color matches Valorant's (Default color is purple). Run it as admin if it isn't working. Download
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  13. Fast And Simple Triggerbot (ASM) View File The thread can be found here: Submitter rip Submitted 06/27/2025 Category Games  
  14. A few features such as human like jitter, dynamic timing adjustment, cpu usage throttle and any words that indicate modding, hacking, credits or anything should be changed/removed. Requirements AutoHotkey (Shouldnt matter the version) Instructions Run as admin Download
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  16. Splitgate 2 AHK Aimbot View File You can find the thread here: Submitter rip Submitted 06/26/2025 Category Submitted Files  
  17. 0 downloads

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    Free
  18. Load Cheats using Payload from Server View File You can find the thread here: Submitter rip Submitted 06/26/2025 Category Submitted Files  
  19. A stepping stone in the right direction, Let's keep it going in fact turn it up a notch.
  20. 0 downloads

    You can find the thread here:
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  21. Clean All Anti-Cheats & More! View File You can find the thread here: Submitter rip Submitted 06/26/2025 Category Submitted Files  
  22. While Ubisoft’s Massive Entertainment just recently released the Battle for Brooklyn premium DLC, which we presume would be the end of the game’s content support, that doesn’t seem to be the case. Ubisoft dropped a teaser today confirming that more The Division 2 surprises are on the way, and for this one, agents will want to bring their parka and heavy clothes. Over on the game’s official X (formerly Twitter), the studio thanked players for joining the Battle for Brooklyn. Alongside the same announcement, the studio confirmed that it is working on the next update and stated that it is starting “something entirely new in the Division 2,” accompanied by a snowflake emoji and an image of the game set against a snowy backdrop. There is no timeframe for when we can expect this, but given the wording, it should be a free update. After the Battle for Brooklyn expansion, most players (including this person) assumed the developers would shift focus on The Division 3 since we’ve not heard anything about the project after its initial announcement over two years ago. For this announcement or even The Division 3, the next event we can all look forward to is gamescom kicking off in August. That would be the perfect time to reveal this new update, or even details about The Division 3. While The Division 2 may not have achieved the same level of success as the first game upon its launch, Ubisoft’s ongoing updates have seemingly reinvigorated the game. We’re surprised at this tease, but also glad the developers have something left for players who have stuck with it after all these years.
  23. After a long wait, Final Fantasy XVI was finally released on Xbox earlier this month. While Square Enix has yet to make any kind of a formal announcement, it seems the company might be planning to release the game on another platform. During a recent livestream (via Genki_JPN), the Xbox version of the game was briefly discussed. With Final Fantasy XVI available on PS5, PC, and now Xbox, producer Naoki “Yoshi-P” Yoshida noted that Nintendo is the last platform remaining that doesn’t have the game. Co-director Kazutoyo Maehiro followed that comment, noting “I want to do my best” and “I want to conquer it.” It remains to be seen whether Square Enix would be able to deliver a version of Final Fantasy XVI on Nintendo Switch 2 that doesn’t feel like a major downgrade from the other versions. However, we’re already seeing third-party developers pull off games that would have been completely impossible on the original Switch. The best example so far is Cyberpunk 2077, which has already gained significant praise from players, and has released to strong sales. CD Projekt Red devoted a lot of time and effort into making a Switch 2 version that feels substantial and worth experiencing, and the developers have been rewarded as a result. Final Fantasy XVI was initially released as a timed exclusive on PS5, but Square Enix is starting to move away from this practice. After multiple games failed to meet sales expectations, the publisher has started to place greater emphasis on multiplatform releases instead. We’ve already seen that benefit Xbox users, and we know of at least one former exclusive that will be coming to Nintendo Switch 2 later this year: Final Fantasy VII Remake Intergrade. Last month, that game’s co-director Naoki Hamaguchi stated that he has “high hopes that we can build a strong partnership between Nintendo and the Final Fantasy brand.” Presumably, Hamaguchi was referring to bringing over the rest of the Final Fantasy Remake Trilogy to the system. However, porting another acclaimed Final Fantasy game to Nintendo Switch 2 would be a way to continue building that partnership. Of course, there are other options that would make sense on the system, including Final Fantasy XV; while the game’s Pocket Edition was released on Switch several years ago, the original has never been made available on a Nintendo platform. With Nintendo Switch 2 now available, it’s a safe bet that we’re going to see a lot of games released on the system from several third-party publishers. Square Enix seems to have big plans for the future, but it remains to be seen whether Final Fantasy XVI will actually fit into those plans, or if it’s just wishful thinking on the part of Yoshi-P and Maehiro. We likely won’t learn more about those plans until after Final Fantasy VII Remake Intergrade arrives on the system.
  24. Full Circle – the studio behind Skate – has announced a new, more narrow release window for the upcoming multiplayer skateboarding title. In a new edition of The Grind, the studio has also announced that Skate is now available to wishlist on PC (via Steam, and Epic Game Store), Xbox Series X/S, and PS5 before it comes out in Summer 2025. On the Steam page for Skate, it stated that it isn’t quite sure how long the game will spend in Early Access. However, it does estimate that a “full” release of the title should happen around a year after the early access version is released. “We don’t have a fixed timeline to officially exit Early Access, as the game will evolve, grow, and improve based on player feedback. However, we expect to move towards a ‘full’ release approximately a year out from the start of Early Access, but we don’t know for certain at this time,” explained the studio. The early access release of Skate will launch with what the studio refers to as the “essentials” of the game. This includes a new, refined version of the Flick-It trick system that involves players making use of the analogue sticks on a controller to pull off skateboarding tricks, as well as content that players can partake in alongside other players in San Vansterdam. At launch, the title will have a “large-scale, open-world city” with support for more than 150 players in a single server. The game will also feature cross-platform multiplayer as well as the ability to transfer progression between platforms. As for in-game activities, the title will include missions, skill-building challenges, and live seasonal events, all of which will reward players with various cosmetic items that can then be used to customise their skateboarder as well as their skateboards. Full Circle has also revealed that the newest iteration of the Skate Insider playtest will involve quite a few features from the Early Access launch, including improved visuals, missions, challenges, and overhauled progression and rewards. The update, which will also enhance the UI and streamline the tutorial experience, is out on July 2. “None of this would be possible without all of our playtesters telling us what you love, what you want more of, and what you’d like improved,” wrote the studio in its latest The Grind post. “The entire team is listening, and we will continue to work with you to grow, evolve, and improve skate. when we launch Early Access later this year and throughout the Early Access period.“ Skate will be coming to PC and consoles as a free-to-play game, which also means that the title will feature microtransactions where players can use real money to buy in-game cosmetic items. Full Circle had started testing the microtransactions in an update back in March, which brought with it the in-game store as well as a new in-game currency dubbed San Van Bucks.
  25. A team of Mario Kart 64 modders are porting the iconic game from the Nintendo 64 to the PC, developing a native port of the racing game. The Mario Kart franchise has grown into one of the most beloved spinoffs of Nintendo's flagship franchise, typically receiving a new game on each console. The recent release of the Switch 2 was no different, with Mario Kart World launching alongside the console and bringing an open world to the Mario Kart franchise. However, one particular entry in the franchise marked a major moment for Mario Kart. Mario Kart 64 served as the second entry in the franchise and broke new ground as the first 3D game in the series. The game featured eight different characters for players to choose from, with Mario Kart 64 offering sixteen different courses to tackle alongside a small selection of Battle-exclusive tracks. While Mario Kart 64 has never seen an official full-scale port to a newer Nintendo console, the game is included with Nintendo Switch Online's lineup of Nintendo 64 games. Now, a passionate group of fans have brought Mario Kart 64 to PC. As reported by Time Extension, indie mod team Harbour Masters has officially unveiled their PC native port of Mario Kart 64, dubbing the port as "SpaghettiKart." The reveal trailer shows off a native PC port of Mario Kart 64, complete with all of the original characters and tracks from the Nintendo 64 version. The port notably does not contain any of the original code for Mario Kart 64, however, with players still needing to provide a ROM file of Mario Kart 64 for the port to function. The dev team did tease that "custom track support" is included, with fans potentially able to create their own courses. The impressive Mario Kart 64 PC port is far from the first time fans have strived to bring classic Nintendo games to PC. A PC port of The Legend of Zelda: Link's Awakening was previously in development before being shut down by Nintendo, with the ambitious project aiming to provide improved framerate and widescreen support. Nintendo has often taken similar legal action against fan games and ports, with the developer being notoriously protective of its intellectual property. Nintendo has never officially ported any of its major franchises to PC. Mario Kart 64's fanmade PC port comes as the newest entry in the franchise has been making waves for Nintendo. The highly-anticipated release of the Switch 2 broke U.S. sales records in its opening week, with Mario Kart World reportedly standing as the console's best-selling game. Mario Kart World has also already received its first post-launch updates, making a number of bug fixes improving the experience of the Switch 2's flagship launch title. The impressive fan port of Mario Kart 64 will give fans the opportunity to look back at an iconic entry for the beloved franchise.
  26. Last month, we learned that Microsoft is making major changes to the development of hardware drivers in Windows. This included the retirement of Windows Metadata and Internet Services (WMIS), along with the process for pre-production driver signing. Now, the Redmond tech firm has informed partners that it will be getting rid of old drivers in Windows Update. In what is being described as a "strategic" move to improve the security posture and compatibility of Windows, Microsoft has announced that it will be performing a cleanup of legacy drivers that are still being delivered through Windows Update. Right now, the first phase only targets drivers that already have modern replacements present in Windows Update. As a part of its cleanup process, Microsoft will expire legacy drivers so that it is not offered to any system. This expiration involves removing audience segments in the Hardware Development Center. Partners can still republish a driver that was deemed as legacy by Microsoft, but the firm may require a justification. Once the Redmond tech giant completes its first phase of this cleanup, it will give partners a six-month grace period to share any concerns. However, if no concerns are brought forward, the drivers will be permanently eradicated from Windows Update. Microsoft has emphasized that this will be a regular activity moving forward and while the current phase only targets legacy drivers with newer replacements, the next phases may expand the scope of this cleanup and remove other drivers too. That said, each time the company takes a step in this direction, it will inform partners so that there is transparency between both parties. Microsoft believes that this move will help improve the security posture of Windows and ensure that an optimized set of drivers is offered to end-users. The firm has asked partners to review their drivers in Hardware Program so that there are no unexpected surprises during this cleanup process.
  27. There seems to have been a lot of delays for various first-party PS5 projects. The latest supposedly impacts a previously rumored PS5 game many PlayStation fans are eager to see in action. Previously rumored PS5 Greek God of War project pushed to 2026 According to Giant Bomb’s Jeff Grubb, the previously rumored Greek God of War game for PS5 has been pushed to 2026. During Grubb and Mike Minotti’s latest episode of Last of the Nintendogs, Grubb let out that little “nugget” during the Super Chats portion of the show. “I have Marathon and the unannounced new God of War Greek project, which I heard was pushed into 2026, as well.” Rumors about the Greek God of War project have been swirling quite a bit this year. Back in January this year, fans began speculating that the next iteration of the beloved PlayStation series would be heading to Egypt. However, known insider Tom Henderson claimed it would be set in Greece, which Grubb has since corroborated. In terms of what this new God of War game entails, it is rumored to be a spin-off. Specifically, it will supposedly be a 2.5D metroidvania and feature Kratos before he becomes a god. It is also claimed that Deimos would return. Of course, like all rumors, it might be best to take it with a grain of salt. As of now, the Greek God of War project has yet to be formally revealed by Sony. Even if true, the game’s development timeline can change at any moment, which lead to these supposed internal delays. For PS5 and PS4 players itching to play a God of War game set in Greece, God of War 3 Remastered is available to purchase on the PS Store. PS Plus Premium subscribers can play the game at no additional cost.
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