God mode server-checkable. Damage doesn't land.
No fall damage local. Turn it on before dropping onto approximate pins.
Speed server-checkable. A multiplier. Absurd values are the oldest ban there is, so keep it boring.
NoClip flight server-checkable. Gravity off, velocity flight, on-screen stick. Smooth since 2.0.
Enemy targeting and damage controls server-checkable.
Hide damage numbers local. Display only, nothing about the damage changes. Screenshots stay clean.
A ring with a picture or a symbol, name and distance. Smoothing, fade in and out, off-screen arrows, optional outline box. Toggles for names, distance, arrows, boxes, max distance.
Chests, waypoints, statues, puzzles, monsters, NPCs, players, gadgets. Each kind shows a live count of what's in sight. Done things drop out of the count, so zero means move on.
141 gatherables, ores, oculi and pickups, by name and picture. Pick one and it gets marked and becomes teleportable. Everything else of its kind hides. Only picked items hides the rest of the world too.
Clock and weather controls. Mostly for screenshots and farming conditions.
Nearest new chest, waypoint or statue around you, one press. Lands slightly above the target, never inside it.
Chests, oculi and specialties by region, from measured positions. Newer regions come from map pins and are flagged approximate: you arrive high and drop, No Fall Damage on.
Go to nearest takes the closest unfinished point. Auto farm takes the whole selection nearest first: waits your delay (500 ms to 5 s), collects through the auto systems, nudges once onto the exact spot if it missed, skips if it's still there. Collected points are remembered on disk, so the next run only visits what's left. Forget collected resets.
Every waypoint and statue of the region, exact positions from the game's own scene data. Locked ones are the point. You land next to them, Auto Waypoint or Auto Statue presses the prompt, same as walking up. Activated and pressed ones are skipped. Quest-sealed ones offer no prompt at all, the farm moves past them.
Jump to the nearest picked item. Track the quest marker and jump to it.
Safe mode is on by default. Long hauls open with the game's own map transmit, then finish in short hops inside the no-packet envelope. After long jumps the landing is guarded while terrain streams in. Paced mode crawls instead of jumping. Save point, Recall and Up 5 m included.
Display (FOV, FPS cap). Overlay (badge, quick buttons, menu behavior). Profiles (save and swap whole setups). Harvest (records what you pass, JSON export). If something goes wrong (last crash record, one button copies it). Safety (the master switches). See the guide for how these fit together.