Qyn-L is a Minecraft client available for Fabric 1.21.1 and Legacy Fabric 1.8.9.
- Qyn-L 1.8.9 — a clean, silent ghost client in the style of Vape Lite: a small set of high-quality modules tuned to look like a normal player. A flagship quantum-strike engine (Qynl), an AI Director that decides which combat modules may act and how hard, aim assistance, reach, velocity, auto-clicker, WTap, sprint, an evasion engine (Aegis), render helpers (Search, NameTags, Tracers, StorageESP, Echo, Fullbright), utility (Scaffold, ChestSteal, Blink, Refill, Throwpot, Clutch), a Text GUI and friends. The UI is a minimal, dark, Vape-style ClickGUI.
- Qyn-L 1.21.1 — the same ghost client, ported: the identical 32-module set (Qynl quantum engine, Director AI, AimAssist, AutoClicker with Block Hit, Reach with Silent Pack-Choke, Velocity, WTap, BlockHit, Criticals, Aegis, StrafeAssist, Hindsight, Sprint, Blink, Clutch, Refill, Throwpot, VersionAssist, Text GUI, render helpers) with a Vape-style HUD.
All modules are deliberately tuned to mimic a real player: aim corrections snap to the mouse's own pixel grid and react with a human delay, clicks come at irregular intervals, reach fluctuates inside the ghost range, knockback is softened by a percentage rather than removed. No module is immune to aggressive anti-cheat — keep the flashier assists (Scaffold, Blink, the Reach pack-choke) on servers that tolerate them.
| Version | Minecraft | Mod ID | Download |
|---|---|---|---|
| 1.21.1 | 1.21.1 | qynlclient |
qynlclient-2.1.35.jar (single jar, no sources jar) |
| 1.8.9 | 1.8.9 | qynlclient189 |
qynlclient-1.8.9-*.jar |
The 1.8.9 jar ships with ViaFabric (ViaVersion) embedded — you can join 1.9–1.21.x servers from your 1.8.9 client with no extra mods.
The repository includes two original, version-specific BedWars/PvP packs under texturepacks/:
| Pack | Minecraft | Focus |
|---|---|---|
QynL-Clean-BedWars-1.8.9 |
1.8.9 | High-detail clean legacy layout, readable team wool, low-clutter glass, custom tools and dark GUI |
QynL-Clean-BedWars-1.21.1 |
1.21.1 | Modern block/, item/, GUI-sprite and bed-entity paths with the same clean visual language |
Both packs use original generated overlays and keep vanilla fallback assets where no BedWars-specific redesign is needed. They are not copies of Bare Bones or any other third-party pack. Install the folder matching your Minecraft version in .minecraft/resourcepacks/ and enable it in the Resource Packs menu.
Regenerate both packs from the official client jars with:
bun scripts/gen-qynl-packs.mjsThe generator downloads the official jars into .cache/ when they are not already available, preserves version-correct animation metadata, and writes pack formats 1 and 34 for 1.8.9 and 1.21.1 respectively.
- Minecraft 1.21.1 (Java Edition)
- Java 21 or newer
- Fabric Loader for 1.21.1
- Fabric API for 1.21.1
- Install Fabric Loader for Minecraft 1.21.1
- Download the latest
qynlclient-*.jarfrom GitHub Releases - Download Fabric API for 1.21.1
- Place both jar files into your
.minecraft/mods/folder - Launch the
fabric-loader-1.21.1profile
In-game: Press Right Shift to open the Qyn-L menu. Enable modules, set keybinds, and adjust settings. Everything is saved automatically.
# Requires JDK 21
./gradlew build
# Jar output: build/libs/qynlclient-*.jarExact 1.8.9 parity — the same 32 modules, ported to the 1.21.1 API.
| Module | Description |
|---|---|
| AimAssist | Smoothly aims at nearby targets — Rotations / LockView / Silent modes, cubic ease-out glide, human convergence (residual wobble, never perfect lock), GCD snap, hard rotation-speed cap, reaction delay, priority modes. Never targets friends |
| AutoClicker | Clicks while you hold attack — human timing variance, burst pattern, random start reaction, CPS random walk, occasional missed clicks, and Block Hit (re-blocks after every swing when an enemy is in range, randomized hold, sprint-reset) |
| ReachAssist | Extends reach with natural fluctuation locked to the ghost range (3.01–3.35 blocks per mode) plus a real Silent Pack-Choke — holds movement packets 1–2 ticks while closing on a target (never mid-air, never while sprinting, ping-gated) |
| VelocityAssist | Reduces knockback by a percentage with per-hit variance and a per-hit chance (default 75 %) — some hits take full knockback. Mixin dampening plus a per-tick nth-root fallback, never applied twice |
| AutoSprint | Sprints automatically while you move — vanilla rules plus randomized start delay, a post-attack re-engage window, and occasional missed starts |
| WTap | Taps W after each hit to reset sprint — extra knockback on enemies |
| BlockHit | Vape-Lite-grade auto-blocking: Reactive (blocks when an enemy swings) or Rhythm (re-blocks after your own swings, attacks land unblocked). Randomized hold/chance/cooldown |
| Hindsight | Server-Time Replay — replays the past, which is what the server actually checks: shows your own server-side position and every enemy's server-side hitbox, clicks exactly when the server's rewind-reach check passes. Works on retreating targets too. Defers to Qynl when both are on |
| Qynl | The flagship engine — Quantum Superposition. Rebuilds every enemy's server-side position by rewinding the packet history one ping (measured from the real keep-alive RTT) and projects where they'll be when your attack lands; clicks at the earliest crossing into reach. Silently aims the server at the server-side hitbox, and collapses into a 1–2 tick dodge strafe the instant an enemy swings at you. Every packet is an ordinary vanilla attack |
| Criticals | The Airborne Engine — attacks only inside vanilla airtime: your own jumps, knockback arcs and edge falls. Zero modified packets |
| Aegis | The Evasion Engine — integrates every inbound projectile's trajectory and sidesteps out of the way with pure vanilla input. Weighted-vector dodge, void guard, randomized reaction window |
| StrafeAssist | Auto-strafes left/right in combat with randomized intervals — never strafes while idle, keeps sprint alive |
| Director | The combat AI brain — watches the fight and decides, tick by tick, which combat modules may act and how hard, switching between 7 tactics (Engage / Combo / Trade / Defend / Evade / Retreat / Survive) with humanized reaction delays, parameter re-tuning and an aggression slider. Never starts a fight by itself (engagement gate: crosshair on target + attack held), never runs anything constantly, sends zero packets. Force-enables Clutch the instant a fall turns lethal |
| Module | Description |
|---|---|
| Search | Outlines chests, ores or storage blocks through walls (cached scan) |
| NameTags | Renders entity nametags through walls — friends green, enemies red |
| Tracers | Draws a line to every entity in range (players red, mobs orange, friends green) |
| StorageESP | Outlines all storage blocks through walls |
| Fullbright | Makes everything bright |
| NoHurtCam | Removes the damage camera tilt — damage and knockback untouched (render-only, silent) |
| NoViewBob | Removes walking view bobbing — movement untouched (render-only, silent) |
| Zoom | Hold the key to zoom in smoothly (2×–6× adjustable) |
| Echo | Soundscape radar — listens to the server's own sound packets (read-only) and draws fading 3D markers. Zero packets sent |
| Module | Description |
|---|---|
| Clutch | Auto-Save Engine — latches a lethal fall, edge-sneaks at the very last moment, then MLG water/lava with ping-adaptive placement. The Director force-enables it when a fall turns lethal |
| ScaffoldWalk | Places a block under your feet while walking — bridge gaps without aiming down |
| ChestStealer | Takes everything from an opened chest, one shift-click at a time |
| Blink | Holds your movement packets briefly (Auto / Hold) — breaks the opponent's combo. Hardened: burst fake lag, holds only on the ground while moving |
| Refill | Refills your hotbar with food and potions from the inventory |
| Throwpot | Press the bind to throw / drink / eat your best healing item |
| VersionAssist | Play on 1.21.2+ servers from 1.21.1 — ViaFabric translates automatically; pick a target version or Auto — key V |
| Module | Description |
|---|---|
| Text GUI | Shows the enabled modules on the HUD (position + color options) |
| Friends | Comma-separated names that are never targeted and render green |
| StreamerMode | Hides the HUD from OBS/recordings — assists keep working silently |
Qyn-L Injector is the 1.21.1 client as a Java agent — the same module set and the same HUD/ClickGUI, injected into an already-running Minecraft process. No mods, no Fabric, no version-specific build: one jar works on any version, because the injector rewrites the game's classes in memory at runtime instead of compiling against them.
| Version line | Support |
|---|---|
| 1.14.3 → 1.21.x | Full — Mojang's readable class names are bound automatically (aliases cover every rename, e.g. LevelRenderer/WorldRenderer) |
| 1.7.10 / 1.8.9 / 1.9.4 / 1.12.2 | Table-driven — bundled 1.8.9 obfuscations; other versions bind from ~/.qynl/qynl-legacy.properties (see below) |
The agent installs an ASM transformer (ASM is shaded into the jar) that
hooks the same points the Fabric mod's mixins use: the game tick, keyboard
input, the attack/use/destroy packet paths, the render pass, the mouse
handler and the connection. All module logic then runs through a reflective
Game abstraction, so no code is version-specific. Hooks that don't exist in
a version are skipped — a feature that can't bind simply no-ops instead of
crashing.
The injector brings the full black & green glassy look, drawn at runtime (no mods, works on every supported version):
- Main menu — a custom Qynl title screen: dark glass over the panorama, a glowing "QYNL" logo panel and glass pills for Singleplayer / Multiplayer / Settings / Quit.
- Hotbar — the vanilla bar is replaced by a frosted glass Qynl bar with a mint accent line, glowing selected slot and live item icons.
- Sky — a clean green-black gradient sky with the vanilla clouds removed.
- Containers — every open inventory gets a subtle green-glass tint, an accent ring around the frame and the Qynl mark.
- HUD — glass watermark, feature-feed chips, slide-in module list with accent dots, FPS / ping / TPS / coords info line, and the glassy ClickGUI with drag sliders.
Plus a bundled Qyn-L texture pack (green-black glassy): a glass
inventory background, short clean swords (all six tiers), flat
Bare-Bones-style wool and matching beds in all 16 colors, a green sun,
dark moon and soft clouds. The agent writes it to
.minecraft/resourcepacks/qynl-injector.zip and selects it automatically on
inject (the zip also installs manually from the Resource Packs menu).
Exact 1.21.1 parity for the core kit:
- Combat: AimAssist (Rotations / LockView / Silent + humanized triggerbot), AutoClicker (with Block Hit), ReachAssist (with Silent Pack-Choke), VelocityAssist, Criticals, BlockHit (Reactive / Rhythm), WTap, StrafeAssist, AutoSprint, Director
- Render: Tracers, StorageESP, NameTags, Fullbright, NoHurtCam, NoViewBob, Zoom
- Utility: ScaffoldWalk (ninja-bridge), ChestStealer, Blink, Refill, Throwpot
- Other: Text GUI, Friends
Same glassmorphism HUD, same ClickGUI with drag sliders, same keybinds and config autosave as the Fabric client.
Option A — launcher window (recommended, no terminal needed):
java -jar qynl-injector.jarA small dark-green window opens listing every running JVM (Minecraft games are highlighted by their command line). Select the game and click Inject selected — done. The window also has Scan games, Auto-inject on launch… (the profile patch below) and Where is my jar.
Option B — attach to a running game from the terminal:
java -jar qynl-injector.jar where # prints the agent jar path
java -jar qynl-injector.jar attach <pid> # inject into the running gameOption C — auto-inject on launch (official launcher):
java -jar qynl-injector.jar profile [profileName]This adds -javaagent:"<path>\qynl-injector.jar" to the profile's JVM
arguments (backing up launcher_profiles.json first). You can also add the
-javaagent argument manually in the launcher's profile settings.
In-game: Right Shift opens the ClickGUI. O = AimAssist, G = AutoClicker, I = ReachAssist, H = VelocityAssist, Y = AutoSprint, B = ScaffoldWalk, K = Fullbright, Z = Zoom.
Notes:
- Attach works for processes of the same OS user; a game started with
-XX:+DisableAttachMechanismcannot be attached to (use Option B). - For obfuscated versions the injector prints which mappings bound at boot
(
[QynL] Legacy adapter: mapped classes ...).
./gradlew :injector:jar
# Jar output: injector/build/libs/qynl-injector-*.jarThe 1.8.9 client is the ghost client: a small, focused set of silent modules (Vape-Lite style) and a minimal dark ClickGUI. Everything is saved automatically.
The brain of the kit is the Director — a combat AI that watches the fight and only ever enables modules whose behavior is human-plausible in the current situation, switching tactics (engage / combo / trade / defend / evade / retreat / survive) with humanized reaction delays. Nothing runs constantly, and the client stays "asleep" (Idle) until you actually open a fight yourself.
- Minecraft 1.8.9 (Java Edition)
- Java 8 or newer
- Fabric Loader (Legacy Fabric) for 1.8.9
- Install Legacy Fabric Loader for Minecraft 1.8.9
- Download the latest
qynlclient-1.8.9-*.jarfrom GitHub Releases - Place the jar into your
.minecraft/mods/folder — no other mods are needed (ViaFabric is included) - Launch the fabric-loader-1.8.9 profile
In-game: Press Right Shift to open the Qyn-L ClickGUI. Left-click a module to toggle it, right-click to open its settings (keybind + options). The Text GUI shows enabled modules on the HUD.
# Requires JDK 21 (Gradle toolchain handles Java 8 target)
cd 1.8.9
chmod +x gradlew
./gradlew build
# Jar output: 1.8.9/build/libs/qynlclient-1.8.9-*.jar| Module | Description |
|---|---|
| Director | The combat AI brain — watches the fight and decides, tick by tick, which combat modules may act and how hard, switching between 7 tactics (Engage / Combo / Trade / Defend / Evade / Retreat / Survive) with humanized reaction delays, parameter re-tuning and an aggression slider. Never starts a fight by itself (engagement gate: crosshair on target + attack held), never runs anything constantly, sends zero packets. Force-enables Clutch the instant a fall turns lethal |
| Qynl | The flagship engine — Quantum Superposition. Rebuilds every enemy's server-side position by rewinding the packet history one ping (the same rewind the server's hit test uses) and projects where they'll be when your attack lands; it clicks at the earliest crossing into reach — for approaching and retreating targets. Silently aims the server at the server-side hitbox, and collapses into a 1–2 tick dodge strafe the instant an enemy swings at you. Every packet is an ordinary vanilla attack |
| AimAssist | Smoothly aims at nearby targets with humanized rotation or silent (packet) aiming; never targets friends. Cubic ease-out glide (accelerates out of the turn, eases onto the target), human convergence (damped settling + residual wobble, never perfect lock) and a hard rotation-speed cap |
| AutoClicker | Clicks while you hold attack — human timing variance, burst pattern, random start reaction, slow CPS random walk, micro-pauses while adjusting aim, occasional missed clicks, and a Block Hit mode: re-blocks after every swing only when an enemy is in range, randomized hold, sprint-reset |
| Reach | Extends reach with natural fluctuation locked to the ghost range (3.01–3.35 blocks per mode) plus an optional Silent Pack-Choke — only chokes on the ground while closing on a target (never mid-air, never while sprinting) |
| Velocity | Reduces knockback by a percentage with per-hit variance and a per-hit chance (default 75%) — some hits take full knockback, exactly like real connection jitter. Softer defaults (45 % / 20 %) |
| Sprint | Sprints automatically while you move — vanilla rules plus randomized start delay, a post-attack re-engage window, and occasional missed starts so the pattern matches a human |
| WTap | Taps W after each hit to reset sprint — extra knockback on the enemy. Only taps while actually sprinting, with a chance setting and ±1 tick humanized delay |
| BlockHit | Vape-Lite-grade auto-blocking: Reactive blocks when an enemy swings at you (human reaction delay), Rhythm re-blocks after your own swings with attacks landing unblocked (post-attack blocking). Randomized hold/chance/cooldown, sprint-reset before every block, sword/axe only — never blocks at air, never touches manual item use |
| Criticals | The Airborne Engine — attacks only inside vanilla airtime: your own jumps, knockback arcs (turning a combo against you into a chain of crits) and edge falls. Predicts the jump so the fall window is open when an enemy steps into reach (humanized chance + cooldown, solid ground only, approach-only), and clicks mid-air enemies for full-knockback combos. Zero modified packets |
| Hindsight | Server-Time Replay — the flip side of Qynl: instead of projecting the future, it replays the past, which is what the server actually checks. Shows your own server-side position (cyan box — on high ping it can be a block from your camera) and every enemy's server-side hitbox with lines, then clicks exactly when the server's own rewind-reach check will pass — works on retreating targets too, where forward prediction fails. Defers to Qynl when both are on. Zero modified packets, zero flags |
| Aegis | The Evasion Engine — integrates every projectile's trajectory (arrows, snowballs, splash pots, pearls) against your own motion and sidesteps out of the way with pure vanilla input. The dodge direction is the weighted vector sum of all inbound projectiles — one decisive strafe even under snowball/arrow spam, never a nervous left-right flicker. Void guard, jump dodge, randomized reaction window. Arrows physically cannot hit you |
| StrafeAssist | Auto-strafes left/right in combat — randomized interval (±30 %), 10 % hold-skip, never strafes while idle; keeps sprint alive while strafing — key Y |
| Module | Description |
|---|---|
| Search | Outlines chests, ores or storage blocks through walls (cached scan) |
| NameTags | Renders entity nametags through walls — friends green, enemies red |
| Tracers | Draws a line to every entity in range (players red, mobs orange, friends green) |
| StorageESP | Outlines all storage blocks through walls |
| Echo | Soundscape radar — listens to the server's own sound packets (read-only) and draws fading 3D markers: red player activity, magenta ender-pearl landings (revealed through walls), gold mobs, green utility, grey ambient. Zero packets sent — unflagable by construction |
| Fullbright | Makes everything bright |
| NoHurtCam | Removes the damage camera tilt — damage and knockback untouched (render-only, silent) |
| NoViewBob | Removes walking view bobbing — movement and camera control untouched (render-only, silent) |
| Zoom | Hold the key to zoom in smoothly (2×–6× adjustable, eased FOV + sensitivity) — key C |
| Module | Description |
|---|---|
| Scaffold | Places a block under your feet while walking — bridge gaps without aiming down. Humanized placement: varying hit vectors, randomized delays, edge sneak like a real bridger, and a one-tick rotation spoof (1.8.9 placement packets carry no rotation, so ACs infer your look from movement packets — the spoof makes the server see you looking down at the block) |
| ChestSteal | Takes everything from an opened chest, one shift-click at a time |
| Blink | Holds your movement packets briefly (Auto / Hold) — breaks the opponent's combo. Hardened: burst fake lag (randomized hold + 12–24 tick gaps, never a constant rate) and holds only on the ground while moving |
| Clutch | Auto-Save Engine — latches a lethal fall, edge-sneaks at the very last moment, then MLG water/lava with ping-adaptive placement and an eased camera flick. The server sees a panicked-but-successful player, never a script. The Director force-enables it when a fall turns lethal |
| Refill | Refills your hotbar with food and potions from the inventory |
| Throwpot | Press the bind to throw / drink / eat your best healing item |
| VersionAssist | Play on 1.9–1.21 servers from 1.8.9 — embedded ViaVersion translates automatically; pick a target version or Auto — key V |
| Module | Description |
|---|---|
| Text GUI | Shows the enabled modules on the HUD (position + color options) |
| Friends | Comma-separated names that are never targeted and render green |
| StreamerMode | Hides the HUD from OBS/recordings — assists keep working silently — key F8 |
| Key | Action |
|---|---|
| Right Shift | Open the Qyn-L menu |
Per-module keybinds are set from the module's settings panel in the ClickGUI (right-click a module → click "Bind"). Press Esc to clear a bind. All keybinds and settings are saved to your config automatically.