Lag Range
Delays position updates received from nearby players, making their movement appear frozen or stuttery on your screen. You see them buffered at an older position, which means you can hit where they were rather than where they currently are. Unlike Backtrack, Lag Range operates on a distance-based split — players close to you use a shorter delay than players further away.
WARNING
High delay values cause players to visually ghost (phase through blocks or appear frozen), which is obvious to observers. Keep delays moderate.
Packet delay (close)
Milliseconds to delay position updates for players within the start range. Players very close to you require less buffering to hit, and excessive close-range delay causes visible ghosting.
Range: 10-800ms.
TIP
150ms. Set to 0 if you notice players ghosting near you.
Packet delay (far)
Milliseconds to delay position updates for players beyond the start range. Players at distance move faster relative to your screen, so a higher buffer keeps them in a hittable position for longer.
Range: 10-800ms.
TIP
250ms.
Start range
The distance in blocks that separates the close and far delay zones. Players within this range use the close delay; players beyond it use the far delay.
Range: 7-15 blocks.
Max lag time
Maximum seconds to hold a player's position before force-flushing their buffered updates. Prevents stale positions from building up indefinitely.
Range: 0.5-15s.
TIP
5 seconds is the default and works well.
Random lag
Randomly spikes the delay within a range rather than holding a constant value. Makes the buffering pattern less regular and harder to distinguish from genuine network jitter.
Weapon only
Only apply delays when holding a weapon.
Invisible players
Also buffer position updates from invisible players.
Ignore teammates
Skip players on your team.
Disable adventure
Disable automatically in adventure mode.
Show server position
Renders each player's real server-side position as a ghost while buffering is active. Useful for visualizing how far off the buffered position is from reality while calibrating your delay values.
Flush conditions
These settings control when the buffered positions are immediately released, snapping all players to their real server-side positions. Enable all of them — failing to flush at the right moment means attacking a ghost position that doesn't match what the server sees.
Holding bow — Flush when you draw a bow.
Holding fireball — Flush when holding a fireball.
Holding buckets — Flush when holding a bucket.
Holding fishing rod — Flush when holding a fishing rod.
Holding ladders — Flush when holding a ladder.
Holding any block — Flush when holding any block.
Interact item — Flush when right-clicking an item.