Fake Lag
Fake Lag makes your movement reach the server in bursts. In Pulse mode it holds your position updates for Hold Time, lets them through for Release Time and repeats, so other players see you stutter and jump forward. Static mode adds a constant delay to everything you send.
Only your movement is held back in the bursts: attacks, block placements, item uses, chat and inventory actions are never dropped. By default Fake Lag pauses while a menu or chat is open, and stops holding for a moment when the server knocks you back.
Settings
Section titled “Settings”How Fake Lag shapes what you send.
- Pulse: Holds and releases your movement in bursts, set by Hold Time and Release Time.
- Static: Delays everything you send by Outbound Delay, all the time. The Pulse bursts keep running on top unless Hold Time is 0.
Hold Time
Section titled “Hold Time”How long each burst holds your movement, from 0 to 1000 ms. Longer holds make bigger jumps, and 0 turns the bursts off. The bursts also run in Static mode, so set this to 0 there if you only want the constant delay.
Release Time
Section titled “Release Time”How long your movement flows normally between holds, from 20 to 1000 ms. Lower values bring the bursts closer together.
Hold Multiplier When Hit
Section titled “Hold Multiplier When Hit”For about 0.6 seconds after the server knocks you back, Hold Time is multiplied by this percentage: 150% makes holds half again as long and 0% stops holding. Only used when Stop When Hit is off.
Inbound Delay
Section titled “Inbound Delay”Delays everything the server sends you by this much, in both modes, so the world you see runs slightly behind. Nothing is dropped, changes to the delay ease in gradually, and 0 turns it off.
Outbound Delay
Section titled “Outbound Delay”In Static mode, the constant delay added to everything you send, from 0 to 500 ms. It starts at 0, which adds no delay, so raise it after picking Static.
Stop When Hit
Section titled “Stop When Hit”Stops holding for about 0.6 seconds whenever the server pushes you, for example with a hit, an explosion or a launcher, so the knockback plays out normally. It reacts to being pushed, not to losing health.
Queue Instead Of Drop
Section titled “Queue Instead Of Drop”During a hold, delays what you send and delivers it late instead of dropping your movement updates, so the server still receives all of your movement; anything sent during a hold waits at most 500 ms. With it off the held movement is dropped, which can make some servers pull you back.
Holding Weapon
Section titled “Holding Weapon”Only makes bursts while you hold a weapon: a sword, axe, bow, crossbow, trident, mace or spear. Outbound Delay and Inbound Delay keep working either way.
Require Attack
Section titled “Require Attack”Only makes bursts within 2 seconds of one of your hits landing on a player. Outbound Delay and Inbound Delay keep working either way.
In-Game Only
Section titled “In-Game Only”Pauses all of Fake Lag while a menu, chat, the Click GUI or another window is in front. Turn it off to keep it running there too.
Show Real Position
Section titled “Show Real Position”Draws an amber box where the server still has you, based on how far behind your sent position is. In Pulse mode it only appears while Queue Instead Of Drop is on, and it hides when you are within a tenth of a block of it.
Related modules
Section titled “Related modules”- Lag Range: Delays your position so you appear further away
- Blink: Holds everything you send while the bind is down
- BackTrack: Holds the position updates the server sends you, so hits land where they were
- Knockback Delay: Delays the knockback you take