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ESP (Extra Sensory Perception) is a comprehensive visual module that highlights various game elements including players, items, block breaks, chorus teleports, burrows, crawls, and ender pearls.

Features

ESP is organized into multiple pages for different functionality:

Basic ESP

Track different entity types with outline rendering:
  • Players - Highlight other players with colored outlines
  • Animals - Show passive and neutral mobs
  • Monsters - Highlight hostile mobs
  • Rideables - Display vehicles (boats, minecarts, etc.)
Entity colors are configurable through the HudColors module. Friends use a custom color, monsters appear red, and passive mobs are green.

Break ESP

Visualizes block breaking progress:
  • Standard Breaks - Shows vanilla block breaking animations from all players
  • Predictions - Advanced break prediction using the BreakManager system
  • Range - Configurable viewing distance (1-15 blocks)
  • Color Interpolation - Colors transition from start (red) to ready (green) as breaks progress
// Break visualization scales with damage percentage
Box render = new Box(center, center).expand(
  dx * scale, 
  dy * scale, 
  dz * scale
);
Source: ESP.java:511-555

Items

Track dropped items in the world:
  • Nametags - Shows item name and stack count
  • Bounding Boxes - Renders colored boxes around items
  • Auto-Range - Renders items within 20 blocks

Chorus ESP

Tracks chorus fruit teleport locations with fade animation:
  • Tag Mode - Displays “chorus” text at teleport location
  • BoundingBox Mode - Renders a player-sized box
  • Fade Start - Delay before fade begins (1-5000ms)
  • Fade Time - Duration of fade animation (1-2000ms)
The module listens for ITEM_CHORUS_FRUIT_TELEPORT sound packets to detect teleports.

Burrow ESP

Highlights players who are burrowed inside blocks:
// Detects players inside solid blocks
if (HoleUtils.isBurrowed(player)) {
  burrowedPlayers.put(player, player.getBlockPos());
}
Source: ESP.java:502-507

Crawl ESP

Shows safe crawl exits when you’re crawling:
  • Highlights the top surface of adjacent blocks
  • Only shows blocks where you can safely exit crawl
  • Requires 2 blocks of air above the surface

Pearl ESP

Tracks ender pearls in flight with player name tags:
  • Automatically labels pearls with thrower’s name
  • Uses entity spawn events to detect new pearls
  • Tags follow the pearl trajectory

Color Configuration

Each ESP feature has dedicated color settings:
FeatureFill ColorLine Color
Breaks (Start)Red (81 alpha)Red (255 alpha)
Breaks (Ready)Green (81 alpha)Green (255 alpha)
ItemsBlue (25 alpha)Blue (255 alpha)
ChorusMagenta (25 alpha)Magenta (255 alpha)
CrawlBlue (25 alpha)Blue (255 alpha)
BurrowRed (25 alpha)Red (255 alpha)

Visual Tips

Use lower alpha values for fill colors (25-81) to maintain visibility through highlighted objects. Keep line colors at full opacity (255) for clear outlines.

Technical Details

The ESP module uses several rendering techniques:
  • Entity Outline Events - Cancels vanilla outlines for custom rendering via EntityOutlineEvent
  • Team Color Events - Overrides entity team colors via TeamColorEvent
  • Concurrent Collections - Uses CopyOnWriteArrayList and ConcurrentHashMap for thread-safe tracking
  • VoxelShape Rendering - Respects actual block shapes for accurate break visualization
Source: ESP.java:1-693

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