DiolezHitRegistry

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DiolezHitRegistry

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A solution for ghost hit elimination and pvp desync fix.

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Minecraft

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Runs entirely on the client. Works on vanilla servers.

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Mod
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MIT License
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1.0.0
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Description

🎯 DiolezHitregistry — Ghost Hit Elimination & PvP Desync Fix

Feel every swing land. No more ghost hits. No more rubber-band deaths. Client-side combat prediction for Minecraft 1.21 (Fabric) — zero server-side dependencies.


❓ What Problem Does This Solve?

You've felt it before. You swing on a player, the hit animation plays, particles fly — and nothing happens. Their health doesn't move. You didn't deal damage. The server didn't agree.

That's a ghost hit — caused by the gap between what your client sees and what the server processes. It gets worse the higher your ping is.

DiolezHitregistry eliminates this feeling entirely.


✨ Features

⚔️ Ghost Hit Elimination

Every swing instantly applies a visual health reduction to your target. If the server confirms the hit — perfect, it already looks right. If the server rejects it due to lag or tick desync — the health bar smoothly fades back to the real value. No jarring snap. No confusion.

🧠 Combat Prediction & Reconciliation

The mod timestamps every attack the moment you swing and tracks a live round-trip time estimate from your current ping. It uses this to calibrate a tolerance window — giving the server enough time to respond before deciding a hit was a ghost. On 150ms+ connections, this window automatically widens to absorb lag spikes.

🔧 Utility Desync Fixes

All of these actions are predicted immediately and rolled back gracefully if the server disagrees:

  • 🟣 Ender pearls — arc and trajectory appear instantly on throw
  • 🏹 Bow & crossbow — projectile predicted on release
  • 🍗 Food & potions — consume animation plays without waiting for server
  • 🧱 Block placement — block appears in world before server acknowledgement
  • 🎒 Hotbar switching — slot change is instant, rolled back if server denies

📊 Live RTT Calibration

The mod continuously measures your actual ping and uses it to dynamically tune prediction windows — no manual configuration needed. It works well at 20ms and still feels great at 300ms+.

🐛 Debug Overlay (Optional)

Enable a developer HUD that shows in real-time:

  • Estimated RTT and tick-boundary crossing risk
  • Visual HP vs real HP on your current target
  • Prediction status (pending / confirmed / rolled back)
  • Entity position error (how far the server-side target is from what you see)

⚙️ Configuration

Config file is auto-created at: .minecraft/config/hitregistry.json

Option Default Description
enabled true Master on/off toggle
combatPredictionEnabled true Toggle hit prediction
utilityPredictionEnabled true Toggle utility desync fixes
hitExpiryTicks 20 How long to wait for server confirmation before treating as ghost hit
latencyCompensationTicks 2 Extra ticks added to the window for high-ping servers
predictionStrength 0.85 How aggressively visual damage is predicted (0.0–1.0)
rollbackLerpSpeed 0.3 How fast visual HP snaps back on rollback
pearlPredictionEnabled true Ender pearl desync fix
projectilePredictionEnabled true Bow/crossbow desync fix
itemUsePredictionEnabled true Food/potion desync fix
blockPlacementPredictionEnabled true Block placement desync fix
utilityRollbackDelayMs 400 ms to wait before rolling back an unconfirmed utility action
debugLogging false Verbose console logging
debugOverlay false Enable HUD debug panel

🔴 High Ping (150ms+) Recommended Settings

{
  "hitExpiryTicks": 30,
  "latencyCompensationTicks": 5,
  "predictionStrength": 0.90,
  "utilityRollbackDelayMs": 600
}

🟢 Strict Server / Anti-Cheat Sensitive Settings

{
  "hitExpiryTicks": 12,
  "latencyCompensationTicks": 1,
  "predictionStrength": 0.70,
  "utilityRollbackDelayMs": 300
}

🛡️ Anti-Cheat Compatibility

This mod is designed from the ground up to be invisible to anti-cheat systems.

What this mod does Safe?
Apply visual health reduction before server confirms ✅ Purely cosmetic — never touches the entity's real health value
Lerp visual health back on rollback ✅ Client-side rendering only
Timestamp and track pending actions ✅ No network interaction
Inject into vanilla methods ✅ Read-only, post-execution — never cancels anything
Send extra attack packets ❌ Never — would trigger hit-rate limiters
Modify outgoing packet timing ❌ Never — server-side manipulation = ban
Alter entity positions ❌ Never — position spoofing = instant Grim ban
Cancel incoming server packets ❌ Never — would desync the client

Compatible with: Grim Anticheat, Vulcan, NoCheatPlus, Matrix, and all standard server anti-cheats. All prediction logic is purely visual. The server always remains authoritative.


❓ FAQ

Q: Does this work on servers I don't own? A: Yes. It's 100% client-side. No server mod or plugin required.

Q: Will this get me banned? A: No. The mod never sends extra packets, never modifies outgoing attack packets, and never alters any authoritative server state. All changes are visual-only on your own client.

Q: Does it work in singleplayer? A: Yes, though at 0ms local latency, ghost hits don't occur naturally — so you won't see much difference there.

Q: Why does the health bar sometimes snap a little before correcting? A: That's the rollback lerp. When the server contradicts a prediction, the visual HP smoothly returns to the real value. You can adjust rollbackLerpSpeed in the config to make it faster or slower.

Q: Can I disable specific features? A: Yes. Every feature has its own toggle in hitregistry.json. You can run combat prediction only, utility prediction only, or mix and match.

Q: Is this the same as reach or kill-aura mods? A: Absolutely not. This mod does not extend your reach, automate attacks, or alter hitboxes. It only improves visual feedback and desync recovery for actions you take yourself.


📦 Installation

  1. Install Fabric Loader for Minecraft 1.21
  2. Install Fabric API
  3. Drop DiolezHitregistry-1.0.0.jar into your .minecraft/mods/ folder
  4. Launch — config is created automatically on first run

⚠️ Known Limitations

True zero-latency PvP is physically impossible over a network. Here's what we simulate and why each limit exists:

  • Invincibility frames (iFrames): After being hit, entities have a server-side 10-tick invincibility window. The client can't know exact iFrame state for other players, so some hits during this window may appear as ghost hits locally even when they're valid server-side.

  • Bow draw power: Draw state is tracked server-side. Projectile velocity prediction may be slightly off if the bow wasn't fully drawn.

  • Armour & enchantment precision: The damage estimator uses visible attributes only and applies a 10% conservative reduction. Actual server damage (post-armour toughness, Protection enchants) will differ slightly, causing a small visual correction when the server responds.

  • Packet batching: Some server configs batch health sync packets, delaying rollback triggers by an extra tick or two.


🔗 Source Code

Full source code with architecture documentation and inline comments explaining every design decision is included in the project.

Built with: Fabric API · Fabric Mixins · Java 21 · Minecraft 1.21 Yarn Mappings


Made by Diolez

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