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Моды/MCLabs Addons
MCLabs Addons

MCLabs Addons

A client-side mod for MCLabs that takes the information the server already tells you in chat and puts it where you can actually see it. (Lol)

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v1.17.0

Release24.09.2026

Список изменений

The casino games and crates get boards of their own, rented items get a countdown and a return reminder, and coinflip and police prestige are tracked. /double, /mines, /bj and /cf are drawn as a wheel, a minefield, a card table and a coin, crate openings as a chamber with your pity-ladder odds, and each one can be switched off in Mod Menu.

Download the jar matching your Minecraft version:

  • Minecraft 1.21.11: mclabs-addons-1.17.0-mc1.21.11.jar
  • Minecraft 26.2: mclabs-addons-1.17.0-mc26.2.jar

Added

  • Rented items count down, and the mod tells you when one has to go back. Anything taken through /rent gets a row on a new Rented Items widget: the item's icon, its name and the time left. A rental you do not hand back in time is a ban, so ten minutes before the end a title comes up and the runner alarm's two beeps play, once per rental. The minutes (1 to 60) and the sound are in the widget's settings in the HUD editor, and the reminder is on out of the box. The end time is read off the rented item's own lore, which the server writes in US Eastern time, so a rental taken on another client is picked up the moment it is in your inventory. Extending moves it from the server's own "your rental now ends in" line, and returning clears it from the "you have returned" one. Open /rent return to re-sync: it lists every rental you hold with its expiry, and anything not on it is dropped. Dying with a rental or breaking it returns it automatically, but the server's lines for those have not been captured yet, so until they are, a rental lost that way stays on the widget until you open /rent return or clear it from the editor. A rental past its end shows Overdue in red instead of disappearing.
  • Crates open in a chamber, and the light tells you what is still in play. A supply crate's spin is three rows of stained glass panes that go grey one at a time; everything you want to know is already there, because each column's pane is coloured for its candidate's rarity — but reading it means matching nine colours by eye while they vanish. The mod draws the same eight eliminations as light: the nine candidates hang in a chamber as the server's own item icons, each carrying its own rarity's glow, and each cull vents one out while everything left gets brighter. A field that still holds an Exceedingly Rare has an orange light in it, and the moment that one dies you watch it go out. Nothing is written on it while it runs, because five seconds of animation is not long enough to read anything: the reward's name fades up underneath once it has landed, in its own rarity's colour, and that is the only text on the panel besides the crate's name. Hovering any candidate still in play shows that reward's own tooltip, the whole way through the roll — the server's item handed straight to the game, so it reads exactly as it would in the chest menu, enchantments, rarity, unbox count and all. Off in Mod Menu gives back the server's chest menu, untouched.
  • The crate board shows where you are on the pity ladder. MCLabs raises your odds of a Rare+ item with every crate you open and puts a rarity back to the start when it lands, and it publishes the whole table: every reward's lore ends "Click to view odds of each roll", and that opens a paginated list of your chance on each one. A window now hangs beside the chamber with Exceedingly Rare, Super Rare and Very Rare on it — each one's chance on the roll about to happen, and how many keys have gone in since it last landed. The two are one apart on purpose: the drought reads nought the moment a rarity lands, while the chance beside it is already the next key's. The figures are the server's own: all three ladders were scraped for about a thousand consecutive rolls apiece, and the mod reproduces every one of the 3,258 published values exactly, to the third decimal the server itself prints, rather than approximating them. Which turned up something a single page of the menu hides — Exceedingly Rare is three curves, not one. It climbs hard for ten rolls, then barely moves for the next 240 (0.24% to 0.281%, which is why one page of it reads as a flat line), and at roll 251 exactly it switches to a far steeper ramp and starts paying. The counters are shared across every crate, as the menu itself says, and the three ladders are entirely independent of each other: only the rarity that actually lands goes back to roll #1, and unboxing an Exceedingly Rare leaves your Super Rare and Very Rare streaks exactly where they were. So a four-hundred-roll Exceedingly Rare drought survives every other rarity landing on top of it. Open a reward's odds once per rarity and the mod reads exactly where you are, then counts on from the server's own "your Exceedingly Rare odds have been JACKED-UP" line, which fires on every roll whether or not you watched the spin — so a crate opened with the board switched off still counts. The menu labels no roll as yours, but it draws one: a roll already spent is an opened crate and one still ahead is a closed one, and the first head past the opened ones is the roll about to happen. Which is read off the heads themselves rather than off any list of what they should look like, so a page the server draws differently is read as saying nothing instead of as the wrong number. Until you have opened the menu, that rarity shows a dash rather than a figure, because a count with nothing behind it would read exactly like the server's and not be one. Crate Roll Boosters are counted too — right-clicking one moves all three ladders forward by however many rolls the voucher was worth, which is read off the server's own line rather than from a table, so all four tiers of the voucher work without one ever having been seen. A booster is not a roll and is not counted as one: no key is spent, nothing is unboxed, and no drought resets. On a screen too narrow to fit the window beside the panel it is dropped rather than shrunk.
  • The crate board cannot spoil a roll, by construction. The winner is not in any packet until the eighth cull lands, about five seconds in, so there is nothing to reveal early. The only thing predicted is when the next cull is due, and that only draws a bar. It runs entirely on the server's clock, so a laggy spin is a slow spin rather than a desynchronised one.
  • The daily spin is drawn as the daily spin. /daily's roll is the same animation as a voter crate's, down to the slot: both arrive as Rolling rewards... then Choose a reward!, both 27 slots, both with the three reels in the same places and everything else an unnamed grey pane. So the board was already drawing it — as a voter crate, with voter crate odds underneath. Three rewards are in both pools ($25,000, $75,000 and Hopper x3), so a daily landing on one of those was shown another crate's percentage as if it were its own. The two are told apart by where the roll came from, which is the only thing that differs: the daily is opened from Daily Bonus (98 day streak), which hands over in the same millisecond and carries the streak with it, while a voter crate is rolled by right-clicking a key with no menu open at all. A daily roll now says DAILY SPIN and Streak: 98, and states nothing else, because MCLabs publishes the daily's odds nowhere and a figure that cannot be backed up is worse than no figure. The room the two odds lines took goes to the reward's name, which needs it — 120-minute Enhanced Farming Voucher does not fit a reel two lines wide, and a cut name is the one thing on that screen you cannot work out for yourself. The spin stops being a daily the moment the server says which reward you took, so a voter crate opened straight afterwards is not mistaken for another one.
  • Reward names are drawn the way the server writes them. Every voter crate and daily reward has a colour, and some have two — Mega Millions in gold against Cash Roll in grey, Common Tag in aqua against Crate Key in white — which is the crate's own shorthand for what a reward is, and flattening it to one grey threw it away. The name now carries the server's own colours once its reel has stopped. While a reel is still spinning it stays grey, because that dimming is as much of what says it has not settled as the sliding icon is, and the colour arriving is the moment it stops. A reward with no colour on it is unchanged.
  • A voter crate's three-way choice tells you what each draw is worth. A voter crate rolls three rewards and lets you keep one, and states no odds anywhere on that screen — the figures exist only on the menu you get from punching the crate, which by then is long gone. Both crates' tables ship with the mod, so every draw carries its chance and its 1 in N from the first crate you ever open; punching a crate still re-reads it, so a table the server retunes corrects itself without waiting for an update. Anything timed also says how long it runs for, which the name leaves out: Enhanced Farming Access comes in sixty, ninety and a hundred-and-twenty minute versions all called exactly the same thing, and the duration is both what you need to know before choosing and the only thing separating two of them in the odds table. The three reels spin like a slot machine, each reward sliding down out of its window as the next drops in, and the last one sliding to a stop when the server stops sending. Hovering a draw shows the item's own tooltip, because a Deluxe Voter Sword's four enchantments are nowhere in its name and you are being asked to choose it, and the whole column is clickable rather than just the icon. The figures are stated and nothing is ranked: a $75,000 at 3% against a Mystery Crate Key at 1% is not an ordering the odds can settle, so the mod does not attempt one. Neither voter screen names its crate, so the crate is worked out from the rewards themselves — once per roll, off the first set of rewards that names one — and where that is genuinely ambiguous no figures are shown rather than the wrong crate's.
  • The Pit's Fireball Staff is on the cooldown widget. The Pit's newest item joins Stormbreaker, Excalibur, Blink Boots and the rest, with its own blaze-rod icon and its six seconds counted down from the server's own actionbar figure. Switch it off with the others in the widget's settings.
  • The casino games are drawn as games. /double, /mines and /bj are chest menus — a wheel shown as a nine-wide strip of stained glass, a minefield of clay, a hand of cards kept as lore on a brewing stand — with everything you actually need spread across 54 slots. The mod draws its own panel in the chest's place: Double²'s wheel as a wheel with the five labs, the chips, the pot and the countdown; Mines as a 5x5 grid at a readable size with the payout ladder beside it; BondJoules as a card table with real faces, the four lab symbols mapped onto the four suits. Every control forwards a genuine click to the slot you would have hit yourself, so the server only ever sees an ordinary click, and the chips invest on the spot because that is what the server does — there is no confirm step to add. Switch the boards off in Mod Menu and the vanilla menus are exactly as they were; nothing is replaced beyond the drawing.
  • Coinflips get a lobby, a coin and a record. /cf's lobby is a chest of player heads with a wager on each; the mod lays it out as a list with the id every flip answers to, and the flip under your cursor priced out in full. A win pays 1.90x your stake and a loss pays nothing: the server's 5% tax comes off the whole pot, so the house edge is a flat -5% at every wager, the cheapest table on the server. The toss is drawn as one coin with both players' faces, spun to the server's own timing, and it hangs on its rim until the server says who won, so it never shows a result it has not been told. The server closes the menu about two seconds after the coin lands, so the result is put back up for a few seconds longer, and any key or click dismisses it (Hold the Coinflip Result in Mod Menu). Taking a flip by clicking its chat broadcast works the same as taking it from the lobby. Two new widgets sit in a Gambling group: Open Coinflips lists every flip posted and not yet taken, built from the server's announcements with nothing to open, and Coinflip Record shows what you have won, lost and wagered. The record is seeded once, ever: the first time you open the lobby the mod runs /cf stats for you, and after that it keeps itself current from each result. Running /cf stats yourself re-reads it. The record and the crate pity counters only change on MCLabs, so another server's chat can never be written into them.
  • The boards state the server's own figures, and mark the ones that are worked out. Mines is told only two numbers — what cashing out pays now and what one more star pays — so those are shown as given and the rest of the ladder is derived and labelled as derived. Measured across a captured round, the game returns exactly 70% of the fair multiplier at every rung, which means cashing out and revealing again are worth the same; the board says so rather than recommending anything. Blackjack's payouts are all measured now, including the ordinary win that had never been seen (even money, against 3:2 for a dealt 21), so the betting screen states all four outcomes with no caveats left on it.
  • Double²'s wheel learns itself. The strip on screen shows nine of the 25 segments, and the order is not the same from one session to the next, so nothing about it is assumed. The wheel fills itself in as the strip slides past during a spin, drawing the part it has not seen yet in grey and saying it is still learning. Reopening the menu can start it anywhere, which is a rotation rather than a different wheel, so it is matched against what is already known and only thrown away and relearned when the order really has changed.
  • The tiles turn over and the cards are dealt. Mines tiles flip rather than appear, and a losing reveal cascades outward from the mine that caused it instead of arriving all at once. Cards slide in as they are dealt and the hole card turns over where it lies. All of it is keyed to what the server actually sent, so a menu re-send replays nothing.
  • Police prestige and the Patrol challenges now track. Confiscating states its own figure — Earned 3,832 progress (x1.13) in confiscating contraband — so an arrest or a bounty chest moves your bars the moment the message lands, with no guessing at the rate. Run /prestige progress once to pick up your contraband tier; only the tier you are working toward is shown, because the server runs one counter behind all of them and four identical bars would be noise. The Patrol challenges are credited by where the contraband was collected: plain Patrol always, Boat and Mount Patrol from what you are riding, and the neighbourhoods from the server's own region outlines, so it still knows you are in Purple long after the boss bar has faded. Walking into Yellow raises Green's bar too — the regions genuinely nest — so an arrest there counts for both. A frisk that turns up nothing credits nothing, and anything the client cannot be sure of is left for the next /mastery to true up rather than guessed at.

Changed

  • The HUD editor's Widgets list folds related widgets into one row. Seventeen widgets made for a rail tall enough to cover the part of the screen you were trying to place things on. Related widgets now share one collapsible row, which brings it down to eight: Boosts (Chum Bucket, server and personal boosters, Lab Wars revenue, rental mount), Events (mini-events, The Pit, Raid Mine, bounties), Reminders (dailies, votes) and Gambling (open coinflips, coinflip record). The whole list is alphabetical now, with the widgets that belong to no group gathered at the top, so the rows you can act on directly are all together and anything you are looking for is where its name says it should be. A group's tick switches everything in it at once, and a shut group still lights up when one of its widgets is selected, so clicking a widget on the screen never leaves you hunting for it in the list. Nothing about the widgets themselves is shared — each keeps its own position, size, colours and on/off state, in every profile, exactly as before.
  • The widgets get out of the way of anything drawn on top of them. Minecraft draws the HUD on every frame whether or not a screen is open — the screen goes on top afterwards — so every widget has been laying itself out and drawing behind your inventory, the escape menu, the casino boards and the F3 overlay, to be covered up the instant it finished. They now stand down while any of those is up, which is what MiniHUD and Xaero's minimap have always done. Chat is the exception, because it is a screen you sit in while typing with the game still visible behind it, and blanking the HUD every time you press T would be worse than the overlap. The bite marker is the other exception, and stays up throughout: it is an alert rather than a panel, and MCLabs is a server — the world keeps running while you are in a menu, so a bite can land while one is open and losing it to a tidier screen is a bad trade. Do not expect frames from this. The widgets were already cheap after the last round of work, and what little they cost is only saved while you are in a menu, which is exactly when you are not short of frames; this is about the clutter.
  • The Farming and Mining mini-events have their own icons — an iron hoe and a diamond pickaxe, instead of both falling through to the generic clock. The Chem Cache event also gets the server's own cache head rather than a blank Steve head.

Fixed

  • The HUD editor's sliders lost their stray line and the runner one shows its number again. Every rounded bar the mod draws painted one column twice where its left end meets its middle. Solid colours hid it, but a slider's fill is see-through, so both alarm sliders had a thin bright line near their left edge, and the Mastery and prestige bars had one too while fading. The low-job alarm's slider has also only ever read "Alert At" since it stopped being a text box, because its label had nowhere to put the number. It now reads "Alert At: 3 jobs left". And the fill no longer disappears at the low end: it used to be skipped until it was as wide as the slider is tall, which on the 1 to 60 minute reminder was the bottom seven minutes or so. It now starts as a round cap at the minimum and grows from there.
  • One sidebar read instead of three checks. Working out where you are was being done three separate ways, and two of them were reading the very same thing: the mod read the sidebar scoreboard once a tick to decide whether the HUD may draw at all, and the Raid Mine widget read that same objective again on every frame to decide whether you were in a raid, with its own cache and its own log line. The sidebar is now read once per tick in one place and both answers come off that one string, so there is one read, one cache and one line in the log. Neither answer changed — the words matched are the words that were matched before, and they are now checked against every sidebar title the server is known to show rather than against a guess, so a board MCLabs renames fails loudly instead of quietly taking the HUD off screen. Two of those had never been verified: The Pit's join banner omits "MCLabs" and the Lobby sends no banner at all, so if either sidebar had dropped the word the widgets would have been invisible in a whole world with nothing to explain it. Both say it. Which world you are in is still read from the join banner, because the sidebar spells one world several ways — the Underworld arrives as Underworld-A, Underworld-B, UW-A and UW-B — and the banner names it once.
  • Widgets stop doing per-frame work on servers this mod knows nothing about. Each widget's own "should I be showing?" test ran before the check for whether you were even on MCLabs, so joining any other server, or a singleplayer world, still had the Raid Mine widget reading the scoreboard every frame and writing what it found to the log. The network check comes first now. On MCLabs nothing changes — both conditions still have to hold.
  • A menu whose contents arrived a tick late is no longer skipped. Every GUI the mod reads passively — /lw rates, /chems booster, /ch, /supplier, /prestige, /mastery, the smuggler's satchel, /fw, a voter crate's odds — is read once when it opens and then left alone, because its lore is a snapshot and re-reading it every tick would freeze the countdowns in it. A menu arrives in two packets, though: one opens the screen and another fills it. They almost always land together, but when the second was a tick behind, the read happened against an empty container and the menu was never read again — silently, until you opened it a second time. The read now waits for the contents.
  • Killing a Pit mob with an ability item now counts toward your Kill challenges. A Pit kill is announced by nothing, so the mod works out whose kill it was, and the only thing it had to go on was your own melee swings — which meant a mob finished off with a Fireball Staff or Stormbreaker died credited to nobody. The server broadcasts who it holds responsible for every hit, including the player who fired a projectile, so that is read now and the ability kills land. Melee is unchanged. A kill the server attributes to nobody still counts for nothing rather than being guessed at, and one dealt by the Possessed Armour you summoned is the armour's as far as the server is concerned, so those still wait for /mastery.
  • Pit times with a fraction in them are read properly. Pit week adds 25% to a book pop, so sponsorships arrive as sponsored The Pit for 37.5 minutes! — and the full stop inside 37.5 was being read as the end of the sentence, which left the timer with a number and no unit, so it ignored the sponsorship entirely. Every duration the mod reads is parsed the same way, so Chum Bucket time, personal boosts, rental mounts and Raid Mine buffs all pick up fractional figures now too.
  • A world you have left is let go of properly. The menu held for the read-once-per-open scrape was kept after a disconnect, and with it that menu's contents, until you opened another one.
  • The sidebar is logged when its answer changes, not when its wording does. The scoreboard heading is read every tick, and the log line was keyed to the text of it — so a heading with anything live in it (a countdown, a player count, a cycling banner) would have been a different string every tick, and that is twenty log lines a second of file and console writing on the game thread. MCLabs' headings look static, so this is precaution rather than a fix for something seen; the line exists to report whether you are on the network and in a raid, and it now appears when one of those actually moves.
  • The remaining-uses overlay stops re-reading items that have not changed. The little charge count drawn in the corner of a slot was worked out from scratch for every slot on screen, every frame — and working it out is not cheap: it flattens each of the item's lore lines into a string and runs a regex over it, and for items that carry the count in their data instead it deep-copies the whole NBT compound to read one integer. A profile taken with a chest open had it at 768 ms of a 17-second render thread, 4.5%, essentially all of it recom✨g answers that were already known. The answer is now remembered against the lore (or data) it was read from, which works because the server replaces those wholesale when an item changes rather than editing them in place — so a slot sitting still is read once and a slot that actually changed is read again, with nothing to keep in step. Measured on a screenful of ninety slots: 0.087 ms per frame down to 0.004 ms, about 21x, and that is the cheaper of the two paths. What is drawn is identical.
  • Two HUD widgets stop rebuilding themselves four times a frame. Laying a widget out asks for its contents three times — how wide it is, how tall it is, then draw it — and the progress board asks a fourth time before any of that, to decide whether it should be on screen at all. Each of those asks was building the whole list again from scratch: the Chemtainer widget copied the tracker's contents, sorted them, totalled them and formatted every figure, and the progress board copied both trackers and re-normalised every pinned name. Four identical answers, worked out four times, sixty times a second. They are now built once a frame and shared, which is exactly the same list every caller was already going to get. A profile had the pair at 236 ms and 72 ms of a 17-second render thread; three of every four of those builds are simply gone. Nothing about what is drawn changes, and the editor's preview is still kept separate from the live widget so a widget can never measure one and draw the other.

Full changelog: https://github.com/Jade-Cod/mclabs-addons/compare/v1.16.1...v1.17.0

Файлы

mclabs-addons-1.17.0.jar(622.12 KiB)
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Канал релиза

Release

Номер версии

1.17.0

Загрузчики

Fabric

Версии игры

26.2

Загрузок

6

Дата публикации

24.09.2026

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