{"id":80643,"date":"2026-06-04T18:28:55","date_gmt":"2026-06-04T15:28:55","guid":{"rendered":"https:\/\/vpesports.com\/minecraft\/mods\/herobot\/"},"modified":"2026-06-04T18:28:55","modified_gmt":"2026-06-04T15:28:55","slug":"herobot","status":"publish","type":"mod","link":"https:\/\/vpesports.com\/minecraft\/mods\/herobot\/","title":{"rendered":"HeroBot"},"content":{"rendered":"<p>This mod is made for datapack makers to make bots that can fight back<\/p>\n<p>The bots have a much higher parity with a vanilla client compared to carpet, with things like Auto-Jump and the spear working.<\/p>\n<p>&#8212;<br \/>\n## Incompatible With Carpet Mod and Carpet PVP<\/p>\n<p>&#8212;<\/p>\n<details>\n<summary>Settings<\/summary>\n<p>Views and modifies HeRoBot settings via the `\/herobot` command. Running `\/herobot` with no arguments displays the mod version.<\/p>\n<p>**Usage**<br \/>\n&#8211; `\/herobot <setting>` &#8211; Displays the current value and description<br \/>\n&#8211; `\/herobot <setting> <value>` &#8211; Sets the setting temporarily for this session<br \/>\n&#8211; `\/herobot <setting> <value> <perm>` &#8211; Sets the setting permanently (saved to config)<\/p>\n<p>&#8212;<\/p>\n<p>**Bots**<\/p>\n<details>\n<summary><code>allowSpawningOfflinePlayers<\/code><\/summary>\n<p>Spawn offline players in online mode if an online-mode player with the specified name does not exist.<\/p>\n<p>Default: true<\/p>\n<\/details>\n<details>\n<summary><code>allowListingBotPlayers<\/code><\/summary>\n<p>Allows bot players to appear in the multiplayer player list.<\/p>\n<p>Default: true<\/p>\n<\/details>\n<details>\n<summary><code>botPingToTicks<\/code><\/summary>\n<p>Changes the ping to tick conversion rate for bot players. Used when converting a bot&#8217;s ping (in ms) to a tick delay for knockback.<\/p>\n<p>Default: 25<\/p>\n<\/details>\n<details>\n<summary><code>botLagAttacks<\/code><\/summary>\n<p>[Experimental] Makes left clicks (attack) on bot players delayed by the bot&#8217;s ping value.<\/p>\n<p>Default: false<\/p>\n<\/details>\n<details>\n<summary><code>botLagUses<\/code><\/summary>\n<p>[Experimental] Makes right clicks (use) on bot players delayed by the bot&#8217;s ping value.<\/p>\n<p>Default: false<\/p>\n<\/details>\n<details>\n<summary><code>botLeaveOnDeath<\/code><\/summary>\n<p>Bot players disconnect from the server on death instead of automatically respawning.<\/p>\n<p>Default: false<\/p>\n<\/details>\n<p>&#8212;<\/p>\n<p>**Creative**<\/p>\n<details>\n<summary><code>creativeNoClip<\/code><\/summary>\n<p>Creative no clip mode. Allows creative players who are flying to phase through blocks.<\/p>\n<p>Default: false<\/p>\n<\/details>\n<details>\n<summary><code>creativeFlySpeed<\/code><\/summary>\n<p>Changes the creative flying speed multiplier. Higher values make the client fly faster.<\/p>\n<p>Default: 1.0<\/p>\n<\/details>\n<details>\n<summary><code>creativeFlyDrag<\/code><\/summary>\n<p>Changes creative air drag. Lower values reduce air resistance while flying.<\/p>\n<p>Default: 0.09<\/p>\n<\/details>\n<p>&#8212;<\/p>\n<p>**Combat**<\/p>\n<details>\n<summary><code>shieldStunning<\/code><\/summary>\n<p>Enables shield stunning, allowing entities to be damaged immediately after a shield is disabled.<\/p>\n<p>Default: false<\/p>\n<\/details>\n<details>\n<summary><code>noProjectileRandom<\/code><\/summary>\n<p>Removes randomness from projectiles, making them perfectly accurate.<\/p>\n<p>Default: false<\/p>\n<\/details>\n<p>&#8212;<\/p>\n<p>**Explosions**<\/p>\n<details>\n<summary><code>explosionNoBlockDamage<\/code><\/summary>\n<p>Controls whether explosions destroy blocks.<\/p>\n<p>Values:<br \/>\n&#8211; `FALSE` &#8211; vanilla behavior<br \/>\n&#8211; `MOST` &#8211; affects non-solid blocks except glowstone and redstone-interaction blocks<br \/>\n&#8211; `TRUE` &#8211; prevents all block damage<\/p>\n<p>Default: FALSE<\/p>\n<\/details>\n<details>\n<summary><code>explosionNoFire<\/code><\/summary>\n<p>Prevents explosions from beds and respawn anchors from creating fire.<\/p>\n<p>Default: false<\/p>\n<\/details>\n<details>\n<summary><code>windChargeNoTrigger<\/code><\/summary>\n<p>Wind charges won&#8217;t activate redstone blocks.<\/p>\n<p>Default: false<\/p>\n<\/details>\n<p>&#8212;<\/p>\n<p>**World \/ Misc**<\/p>\n<details>\n<summary><code>clientsIgnoreSlowTickRate<\/code><\/summary>\n<p>If false, makes client players ignore slower tick rates.<\/p>\n<p>Default: true<\/p>\n<\/details>\n<details>\n<summary><code>editablePlayerNbt<\/code><\/summary>\n<p>Allows editing player NBT data directly. Also allows mounting players via `\/ride` when enabled.<\/p>\n<p>Default: false<\/p>\n<\/details>\n<details>\n<summary><code>xpNoCooldown<\/code><\/summary>\n<p>Players absorb experience instantly without delay.<\/p>\n<p>Default: false<\/p>\n<\/details>\n<details>\n<summary><code>shulkerBoxAlwaysDrops<\/code><\/summary>\n<p>Shulker boxes will always drop, regardless of the `doTileDrops` gamerule.<\/p>\n<p>Default: false<\/p>\n<\/details>\n<details>\n<summary><code>deleteChunkEntities<\/code><\/summary>\n<p>When enabled, chunk reset\/deletion also deletes entity data files within those chunks.<\/p>\n<p>Default: false<\/p>\n<\/details>\n<details>\n<summary><code>rainThroughMovingPiston<\/code><\/summary>\n<p>Allows rain to fall through blocks being moved by pistons.<\/p>\n<p>Default: false<\/p>\n<\/details>\n<details>\n<summary><code>disableExperimentalScreen<\/code><\/summary>\n<p>Remove the experimental world setting. If set on the client, disables all experimental screens. If set on a world, only disables it for that world.<\/p>\n<p>Default: false<\/p>\n<\/details>\n<\/details>\n<p>&#8212;<\/p>\n<details>\n<summary>Bot Player<\/summary>\n<p>Bot players are fake players that join the server and can be controlled entirely through commands. They are spawned with `\/playerspawn` and controlled with `\/player`. Bot players have correct server-side behavior for combat, movement, and item usage.<\/p>\n<p>Bot players automatically respawn on death with full health, empty inventory, and no XP (unless `botLeaveOnDeath` is enabled).<\/p>\n<details>\n<summary><code>\/playerspawn<\/code><\/summary>\n<p>Spawns a bot player with optional position, rotation, gamemode, and dimension.<\/p>\n<p>&#8211; `\/playerspawn <name>` &#8211; spawns at the executor&#8217;s position<br \/>\n&#8211; `\/playerspawn <name> at <pos>` &#8211; spawns at a specific position<br \/>\n&#8211; `\/playerspawn <name> at <pos> facing <rotation>` &#8211; spawns with specific yaw\/pitch<br \/>\n&#8211; `\/playerspawn <name> at <pos> facing <cardinal>` &#8211; spawns facing a cardinal direction (`north`, `south`, `east`, `west`, `up`, `down`)<br \/>\n&#8211; `\/playerspawn <name> &#8230; in <gamemode>` &#8211; spawns in a specific gamemode (defaults to creative)<br \/>\n&#8211; `\/playerspawn <name> &#8230; on <dimension>` &#8211; spawns in a specific dimension<\/p>\n<p>Prevents duplicate names. Respects whitelist and bans. Spectators spawn flying, survival players spawn grounded.<\/p>\n<\/details>\n<details>\n<summary><code>\/player<\/code><\/summary>\n<p>Controls bot players using action packs. All subcommands target with `\/player <targets> &#8230;` and support selectors for targeting multiple bots.<\/p>\n<details>\n<summary><code>use<\/code>, <code>attack<\/code>, <code>swing<\/code>, <code>jump<\/code>, <code>drop<\/code>, <code>dropStack<\/code>, <code>swapHands<\/code><\/summary>\n<p>Action commands that make the bot perform player actions.<\/p>\n<p>&#8211; `\/player <targets> <action>` &#8211; stops that action<br \/>\n&#8211; `\/player <targets> <action> once` &#8211; performs the action once<br \/>\n&#8211; `\/player <targets> <action> continuous` &#8211; performs the action every tick<br \/>\n&#8211; `\/player <targets> <action> interval <ticks>` &#8211; performs the action every N ticks<\/p>\n<p>`use` without parameters stops using without triggering another use (unlike carpet where it behaved like `use once`).<\/p>\n<p>`swing` swings a hand without performing an action and resets the attack cooldown.<\/p>\n<p>`attack` with a spear\/kinetic weapon will perform a stab action instead.<\/p>\n<\/details>\n<details>\n<summary><code>autojump<\/code><\/summary>\n<p>Controls automatic jumping over one-block obstacles while moving<\/p>\n<p>&#8211; `\/player <targets> autojump` &#8211; attempts a single autojump (jumps if the bot is moving and would need to step up)<br \/>\n&#8211; `\/player <targets> autojump true` &#8211; enables continuous autojump<br \/>\n&#8211; `\/player <targets> autojump false` &#8211; disables continuous autojump<\/p>\n<\/details>\n<details>\n<summary><code>move<\/code><\/summary>\n<p>Controls bot movement direction.<\/p>\n<p>&#8211; `\/player <targets> move` &#8211; stops all movement<br \/>\n&#8211; `\/player <targets> move forward`<br \/>\n&#8211; `\/player <targets> move backward`<br \/>\n&#8211; `\/player <targets> move left`<br \/>\n&#8211; `\/player <targets> move right`<\/p>\n<\/details>\n<details>\n<summary><code>sneak<\/code> \/ <code>sprint<\/code><\/summary>\n<p>&#8211; `\/player <targets> sneak` &#8211; starts sneaking<br \/>\n&#8211; `\/player <targets> unsneak` &#8211; stops sneaking<br \/>\n&#8211; `\/player <targets> sprint` &#8211; starts sprinting<br \/>\n&#8211; `\/player <targets> unsprint` &#8211; stops sprinting<\/p>\n<p>Sneaking slows movement to 30% speed. Using an item (non-spear) slows to 20% speed.<\/p>\n<\/details>\n<details>\n<summary><code>look<\/code><\/summary>\n<p>Controls where the bot is looking. Most look commands support `delta <ticks>` for smooth transitions over multiple ticks.<\/p>\n<p>**Cardinal Directions**<br \/>\n&#8211; `\/player <targets> look north|south|east|west|up|down`<br \/>\n&#8211; `\/player <targets> look north delta <ticks>`<\/p>\n<p>**Exact Rotation**<br \/>\n&#8211; `\/player <targets> look <yaw> <pitch>`<br \/>\n&#8211; `\/player <targets> look <yaw> <pitch> delta <ticks>`<\/p>\n<p>**Relative Turns**<br \/>\n&#8211; `\/player <targets> look left` &#8211; turns 90 degrees left<br \/>\n&#8211; `\/player <targets> look right` &#8211; turns 90 degrees right<br \/>\n&#8211; `\/player <targets> look back` &#8211; turns 180 degrees<br \/>\n&#8211; `\/player <targets> look relative <rotation>` &#8211; turns by the given relative rotation<br \/>\n&#8211; All support `delta <ticks>`<\/p>\n<p>**Look at Position**<br \/>\n&#8211; `\/player <targets> look at <pos>`<br \/>\n&#8211; `\/player <targets> look at <pos> delta <ticks>`<\/p>\n<p>**Look at Entity**<br \/>\n&#8211; `\/player <targets> look upon <entity>` &#8211; looks at the entity&#8217;s eyes (default)<br \/>\n&#8211; `\/player <targets> look upon <entity> eyes` &#8211; looks at the entity&#8217;s eyes<br \/>\n&#8211; `\/player <targets> look upon <entity> feet` &#8211; looks at the entity&#8217;s feet<br \/>\n&#8211; `\/player <targets> look upon <entity> closest` &#8211; looks at the closest point of the entity&#8217;s hitbox<br \/>\n&#8211; All support `delta <ticks>`<\/p>\n<p>**Random**<br \/>\n&#8211; `\/player <targets> look random` &#8211; looks in a random direction<\/p>\n<\/details>\n<details>\n<summary><code>hotbar<\/code><\/summary>\n<p>Selects a hotbar slot.<\/p>\n<p>&#8211; `\/player <targets> hotbar <slot>` &#8211; selects slot 1 through 9<\/p>\n<\/details>\n<details>\n<summary><code>itemCd<\/code><\/summary>\n<p>Controls item cooldowns.<\/p>\n<p>&#8211; `\/player <targets> itemCd` &#8211; resets all item cooldowns (returns how many were reset)<br \/>\n&#8211; `\/player <targets> itemCd <item>` &#8211; shows remaining cooldown ticks (returns tick count)<br \/>\n&#8211; `\/player <targets> itemCd <item> reset` &#8211; resets the cooldown for that item<br \/>\n&#8211; `\/player <targets> itemCd <item> set` &#8211; applies the item&#8217;s default cooldown without using it<br \/>\n&#8211; `\/player <targets> itemCd <item> set <ticks>` &#8211; applies a custom cooldown duration<\/p>\n<\/details>\n<details>\n<summary><code>ping<\/code><\/summary>\n<p>Controls the bot&#8217;s simulated ping. Knockback is delayed by the equivalent number of ticks based on the `botPingToTicks` setting.<\/p>\n<p>&#8211; `\/player <targets> ping` &#8211; shows the bot&#8217;s current ping and equivalent tick delay<br \/>\n&#8211; `\/player <targets> ping <value>` &#8211; sets the ping in milliseconds (suggested: 0, 25, 50, 100, 150, 200)<\/p>\n<p>The tick delay has some randomness when the ping doesn&#8217;t divide evenly by `botPingToTicks`. For example, with ping 30 and botPingToTicks 25, there is a 5\/25 chance each tick to add 1 extra tick of delay.<\/p>\n<\/details>\n<details>\n<summary><code>copycat<\/code><\/summary>\n<p>Copies another player&#8217;s inventory and action pack onto the bot.<\/p>\n<p>&#8211; `\/player <targets> copycat<source>`<\/p>\n<\/details>\n<details>\n<summary><code>skin<\/code> \/ <code>handedness<\/code><\/summary>\n<p>Toggles visibility of individual skin parts on the bot.<\/p>\n<p>Skin parts:<br \/>\n&#8211; `\/player <targets> skin cape`<br \/>\n&#8211; `\/player <targets> skin jacket`<br \/>\n&#8211; `\/player <targets> skin leftSleeve`<br \/>\n&#8211; `\/player <targets> skin rightSleeve`<br \/>\n&#8211; `\/player <targets> skin leftPant`<br \/>\n&#8211; `\/player <targets> skin rightPant`<br \/>\n&#8211; `\/player <targets> skin hat`<\/p>\n<p>Each call toggles the part on\/off.<\/p>\n<p>Left\/Right Handedness:<br \/>\n&#8211; `\/player <targets> handedness left`<br \/>\n&#8211; `\/player <targets> handedness right`<\/p>\n<\/details>\n<details>\n<summary><code>stop<\/code> \/ <code>kill<\/code> \/ <code>disconnect<\/code><\/summary>\n<p>&#8211; `\/player <targets> stop` &#8211; stops all actions and movement<br \/>\n&#8211; `\/player <targets> kill` &#8211; kills the bot (triggers death and respawn)<br \/>\n&#8211; `\/player <targets> disconnect` &#8211; removes the bot from the server without a death<\/p>\n<\/details>\n<\/details>\n<\/details>\n<p>&#8212;<\/p>\n<details>\n<summary>Distance<\/summary>\n<p>Measures distance between two positions, entities, or hitboxes and stores the result as the command return value (scoreboard-friendly). Default distance is spherical (3D).<\/p>\n<details>\n<summary><code>from<\/code><\/summary>\n<p>Point-to-point distance using exact positions.<\/p>\n<p>&#8211; `\/distance from <pos> to <pos>`<br \/>\n&#8211; `\/distance from <pos> to <entity>`<br \/>\n&#8211; `\/distance from <entity> to <pos>`<br \/>\n&#8211; `\/distance from <entity> to <entity>`<\/p>\n<\/details>\n<details>\n<summary><code>fromHitbox<\/code><\/summary>\n<p>Uses the full bounding box of the source instead of its center point.<\/p>\n<p>&#8211; `\/distance fromHitbox <block> to <pos|entity>`<br \/>\n&#8211; `\/distance fromHitbox <entity> to <pos|entity>`<\/p>\n<p>Can also be combined with `toHitbox`:<br \/>\n&#8211; `\/distance from <pos|entity> toHitbox <block>`<br \/>\n&#8211; `\/distance from <pos|entity> toHitbox <entity>`<br \/>\n&#8211; `\/distance fromHitbox <block|entity> toHitbox <block|entity>`<\/p>\n<\/details>\n<details>\n<summary><code>e<\/code> (Exponent Scaling)<\/summary>\n<p>&#8211; `\/distance &#8230; e <exp>`<br \/>\n&#8211; Multiplies the distance by 10^exp before returning<br \/>\n&#8211; Example: 4 blocks with `e 3` returns `4000`<\/p>\n<\/details>\n<details>\n<summary><code>horizontal<\/code><\/summary>\n<p>Measures XZ distance only (ignores Y).<\/p>\n<p>&#8211; `\/distance &#8230; horizontal`<br \/>\n&#8211; Supports `e <exp>`<\/p>\n<\/details>\n<details>\n<summary><code>vertical<\/code><\/summary>\n<p>Measures Y distance only (ignores XZ).<\/p>\n<p>&#8211; `\/distance &#8230; vertical`<br \/>\n&#8211; Supports `e <exp>`<\/p>\n<\/details>\n<\/details>\n<p>&#8212;<\/p>\n<details>\n<summary>Delayed<\/summary>\n<p>Schedules commands or functions to run after a tick delay.<\/p>\n<details>\n<summary><code>tickDelay<\/code><\/summary>\n<p>Schedules a command or function to execute after a specified number of ticks.<\/p>\n<p>&#8211; `\/delayed tickDelay <ticks> command <command>` &#8211; runs a command after the delay, supports full auto-completion<br \/>\n&#8211; `\/delayed tickDelay <ticks> function <function>` &#8211; runs a datapack function after the delay<\/p>\n<\/details>\n<details>\n<summary><code>queue<\/code><\/summary>\n<p>View and manage pending delayed commands.<\/p>\n<p>&#8211; `\/delayed queue` &#8211; lists all pending delayed commands<br \/>\n&#8211; `\/delayed queue entity <entity>` &#8211; lists delayed commands for a specific entity<br \/>\n&#8211; `\/delayed queue entity` &#8211; lists delayed commands for the executing entity<br \/>\n&#8211; `\/delayed queue remove <index>` &#8211; removes a specific delayed command by index<\/p>\n<\/details>\n<details>\n<summary><code>clear<\/code><\/summary>\n<p>&#8211; `\/delayed clear` &#8211; clears all pending delayed commands<\/p>\n<\/details>\n<\/details>\n<p>&#8212;<\/p>\n<details>\n<summary>Chunk Resetter<\/summary>\n<p>Resets (deletes) chunk data so they regenerate fresh on next load. Loaded chunks are skipped and must be unloaded first.<\/p>\n<details>\n<summary><code>chunk<\/code><\/summary>\n<p>Resets specific chunks by block column position.<\/p>\n<p>&#8211; `\/chunk-resetter chunk <pos>` &#8211; resets the single chunk at the given position<br \/>\n&#8211; `\/chunk-resetter chunk <from> <to>` &#8211; resets all chunks in the rectangular range (max 256 chunks)<\/p>\n<p>Entities in reset chunks are discarded.<\/p>\n<\/details>\n<details>\n<summary><code>world<\/code><\/summary>\n<p>Resets all unloaded chunks in an entire dimension. Also deletes POI data. Entity data files are only deleted if `deleteChunkEntities` is enabled.<\/p>\n<p>&#8211; `\/chunk-resetter world` &#8211; resets chunks in the current dimension<br \/>\n&#8211; `\/chunk-resetter world <dimension>` &#8211; resets chunks in the specified dimension<\/p>\n<\/details>\n<\/details>\n<p>&#8212;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Framework for fabric based server side players (and extra helpful settings)<\/p>\n","protected":false},"featured_media":80644,"template":"","meta":{"_minecraft_slug":"herobot","_minecraft_project_id":"wt23fpWX","_minecraft_author":"herobane","_minecraft_license":"CC-BY-NC-4.0","_minecraft_downloads":503407,"_minecraft_follows":114,"_minecraft_client_side":"optional","_minecraft_server_side":"required","_minecraft_storage_type":"zip","_minecraft_archive_name":"herobot.zip","_minecraft_size_bytes":1048462,"_minecraft_version_count":5,"_minecraft_updated_at":"2026-05-16T16:46:12.306210Z","_minecraft_date_created":"2026-01-29T00:58:25.545158Z","_minecraft_date_modified":"2026-03-16T04:48:34.792880Z","_minecraft_project_url":"https:\/\/modrinth.com\/mod\/herobot","_minecraft_icon_attachment_id":80644,"_minecraft_imported_at":"2026-06-04T15:28:56+00:00","_minecraft_import_hash":"58d4e75298e8bad69e66b0e95e3e7bf4","_minecraft_versions":"","_minecraft_links":"","_minecraft_gallery":"","_minecraft_api_metadata":""},"mod_category":[97,89,126,137],"mod_loader":[99],"minecraft_version":[41],"class_list":["post-80643","mod","type-mod","status-publish","has-post-thumbnail","hentry","mod_category-fabric","mod_category-game-mechanics","mod_category-management","mod_category-mobs","mod_loader-fabric","minecraft_version-1-21-11"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.6 - 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