README0.2.3
Lamium
Client-side quality-of-life tools for Minecraft Bedrock and LeviLamina Client.
No server plugin or companion protocol is required.
Status
Lamium 0.2.3 is an early (0.x) release. The main settings, hotkey, HUD, target card, camera and overlay flows have been exercised in Minecraft on a local single-player setup. Map features also have external BDS checks; server coverage for other features, controllers and broad resource-pack/graphics coverage remains incomplete. Features marked experimental in the settings are still settling (see Known issues). Runtime evidence and remaining gaps are tracked in validation status.
Supported: Minecraft Bedrock 1.26.51.01, LeviLamina Client 26.51.x, Windows x64. Android support is not currently planned: it would be a separate ARM64 port, not a repackaged build. On a game version Lamium has not been checked on, the parts that depend on it (for example Night Vision's light, Edge Guard, Connected Textures, ghost blocks) stay vanilla; the settings screen, toggle toasts and a toast on joining a world say which features are paused.
Install
LeviLauncher (recommended). In an instance with LeviLamina Client 26.51.x
for Minecraft 1.26.51.01, find Lamium in LeviLauncher's mod browser (Bedrinth)
and install it. Update and uninstall it the same way. Updates keep your
settings. Start Minecraft, enter a world and press L to open Lamium
Settings.
LIP CLI (advanced). Lamium is the LIP package
github.com/amatouhake/Lamium#client, the same one LeviLauncher installs
(lip install github.com/amatouhake/Lamium#client in the instance folder).
Only the LeviLauncher path has been tested by the maintainer.
Manual ZIP (fallback).
- Install LeviLamina Client 26.51.x for Minecraft 1.26.51.01.
- Download
Lamium-<version>-client-windows-x64.zipfrom the Releases page. - Extract it so that
Lamium.dllandmanifest.jsonend up in<instance>/mods/Lamium/. Extracting over an older install keepsconfig/; do not delete the folder first. From 0.2.0 the ZIP holds noLamium.pdb; the symbols are a separate asset (Lamium-<version>-client-windows-x64.pdb.zip), only needed to read a crash address. - Start Minecraft, enter a world and press
Lto open Lamium Settings.
Do not mix the two: a manual copy into a LeviLauncher-managed Lamium folder leaves LIP's file records out of date.
Settings are stored in mods/Lamium/config/ and the log is written to
mods/Lamium/logs/lamium.log. For a manual install, deleting the whole
mods/Lamium/ folder also deletes those runtime-created settings and logs.
Uninstalling from LeviLauncher removes Lamium's files but keeps config/ and
logs/, so a later reinstall picks the settings up again; delete
mods/Lamium/ afterwards to remove them too.
The managed-update ownership and preservation contract is documented in
Distribution.
Features
Press L in a world or on the title screen, or click "Lamium "
in the title screen's bottom right corner, to open Lamium Settings (views
made of one world's data, such as waypoints, open only in a world); L
closes it again. The screen uses a dense
Bedrock-fitting sidebar/table layout with search, English, Japanese and
Simplified Chinese text (following the game language), immediate persistence and no Save/Cancel step. Hotkeys, Shapes and HUD layout
are first-class views in the same UI. On a small window the whole screen
shrinks to fit; long descriptions scroll in the footer. Every feature has one switch that its
key also toggles; "All", each category and Hotkeys can reset their settings
to the defaults.
-
Camera/visuals: Zoom up to 50x with a smooth wheel, an optional magnification readout and an optional wide-angle view (the wheel goes below 1x), Night Vision, Freelook (rear third person by default, restoring your previous view), experimental FreeCamera (keeps its position through menus, adjustable speed with a sprint boost, a player- or world-fixed position, the camera's own position and facing in the Info HUD and Debug View, waypoints added where the camera is, and optionally leaving when your body is hit; the hand, the hotbar or the whole HUD can be hidden while it flies), Night Vision that can light everything evenly (no dark rings by light sources), experimental Connected Textures (glass, glass panes, bookshelves and sandstone next to the same block draw as one surface, without seams; glass, bookshelves and sandstone at the texture's own scale), Hide Offhand Item (including shields) and experimental Hide effects (rain and snow, particles, boss bars, the nausea color, underwater, lava and powder snow fog, the distance fog on land, in the Nether and in the End, and the Nether portal's purple screen; one main switch turns the selected effects on). Zoom, Freelook and FreeCamera can be held or toggled.
-
Information/HUD: ordered Info HUD lines (now including scaled coordinates, biome ids, difficulty, yaw/pitch, sprinting, horizontal and vertical speed and real time), a Durability HUD for the held item, offhand and armor, an offhand slot beside the hotbar (count and durability bar included), saturation shown as gold outlines on the hunger bar (holding food previews what eating it would add), a live HUD layout editor that shows where the game's hotbar is, a Target card with icons, hearts in real health units (one heart per 2 HP), armor and bars, a Java F3-style Debug View (game, world, look-at and PC details, entity counts by kind and the most common entity types; the game's own position line and paper doll are hidden while it is open, and where the Info HUD covers them), a player list while
Tabis held (faces, platform, dimension, distance and permission marks), an inventory HUD (your inventory as a 9x3 grid) and a used-slots counter such as 13/36, a Status effects HUD (icons, numeric levels and remaining time; the game's own effect icons are hidden while it shows), arrows and fireworks counted beside bow, crossbow and elytra durability, Chat position (off by default: chat messages at the bottom left as on Java Edition, movable in the HUD layout editor), and toggle toasts. -
World overlays: Shapes (box, cone, pyramid, ellipsoid, dome and more) with per-world persistence, Java-style Chunk Borders, Hitboxes with eye/look markers and a light-level overlay.
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Inventory/inspection: Shulker and Bundle previews, durability and food values (hunger and saturation as hunger-bar icons) inside the game's item tooltip, every trader level in the trade screen (locked trades shown dimmed, with their items' names on hover), English names and IDs found by the recipe book and creative search in any game language, inventory sorting, experimental Item Transfer between your inventory and every item screen (chests, furnaces, brewing stands, hoppers, beacons and more, also the inventory screen): the wheel, Shift + wheel and drags move one item or a stack, Ctrl + wheel or Alt + click moves every item of a kind, Ctrl + Shift + wheel or Alt + Shift + click moves everything (the hotbar only when you start over it), and Shift + right drag leaves one in each slot; furnace, brewing and beacon slots get only what they accept. With a stack on the cursor, Shift + click on an empty slot gathers the matching items there, and Shift + click outside the window drops them all; holding the drop key, Ctrl + left, Shift + right and Shift + left drags drop one item, all but one, or whole stacks from each slot you pass. Tool Switch and Weapon Switch (optionally fetching a tool or weapon from the inventory, into the selected slot or a fixed one), an offhand swap key (
F, as in Java), experimental Fake Offhand (uses a hotbar block or item as if it were in the offhand, also when the item in your hand has nothing to do where you aim) and experimental Hand Restock (tops up consumed items in the same hand slot from the inventory or hotbar, with a threshold and a source order, swaps container remainders, and refills an offhand totem after it saves you), and experimental Death layout restore (picking up your dropped items puts the hotbar, armor and offhand, optionally the whole inventory, back the way they were when you died), and repeated villager trades (Shift + right click on a trade row repeats it until it sells out, the inputs run out or the output no longer fits). -
Interaction: Permanent Sneak, Permanent Sprint, experimental Edge Guard (stops at block edges without sneaking, with an adjustable margin; also on servers), experimental Tool Protection (on by default: at 1 durability a tool or worn elytra is swapped for a spare, or mining stops), experimental Auto Elytra (a key, a firework jump or a Riptide trident launch puts an elytra on; the chestplate returns after landing), breaking restriction (modes anchored where you start breaking, including a height band) and Auto Attack/Use (Periodic, Hold or Fast click).
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Map (experimental, off by default): a minimap HUD element (size, range, north or heading up, round or square, compass, coordinates and biome lines, hold to enlarge) colored from your block textures, with a cave view under a roof and in the Nether; a radar of nearby players, mobs and dropped items as dots, or optionally as mob faces and player skin heads; waypoints with the last death point, shown on the minimap and in the world, edited in a Waypoints screen; and a world map (
M) of the areas you have visited, recorded per world (zooming out until everything explored fits on the screen), with a side panel listing waypoints, placed schematics or shapes and a link that opens the same place in ChunkBase's seed map. Schematic placements and shapes show on the world map, where a click selects one and its menu shows or hides it or opens it in its own screen; switches in the map's top bar hide waypoints, schematics or shapes on the map; shapes can also show on the minimap (an option, off by default). Names on the world map show when the pointer is over a mark (an option shows them all). -
Schematics (experimental, off by default): place
.mcstructurefiles frommods/Lamium/schematics/as ghost blocks (move, turn, mirror, show layers along any axis), see what is missing, wrong or in the wrong state in the world, the target card (with the expected block and what to change), a Check list and a HUD, the ghost you aim at in the target card (named as not placed yet; a real block that differs says what is wrong first), a ghost tint strength and outline width of your choice, count the materials left against what you carry (Shulker Boxes included, in chests and stacks), save an area of the world as a schematic (also larger than the render distance, by walking along it), and work with all of it during play from a radial schematic menu and a key that repeats the last adjustment with the wheel. Ghosts draw doors, beds, honey, water and lava, block entities with their saved data and entities as their models; the Files and Check tabs have a turnable 3D preview; placements show on the minimap and world map, and can be selected, shown or hidden there. Saved files use the game's current format and load in a structure block. -
General: a calculator over the game (units for stacks, chests and shulker boxes, history and copy buttons; nothing is sent to chat), text fields with a caret, paste and click placement, an experimental Game language list that changes Minecraft's display language without leaving the world, and experimental Skip server resource packs (a server's packs are accepted as it asks but not shown: the world looks vanilla; local worlds keep their packs).
Lamium owns its key bindings; they do not appear in Minecraft's keyboard
settings. Bindings are edited under each feature or in the Hotkeys view.
Clear unbinds an action and Reset restores its default. The Settings action
cannot be cleared, so the UI cannot be locked out. New actions start unbound.
Default keys: L settings, M world map, Tab player list (hold),
C zoom (hold), R sort (in a container), F offhand swap, F3 Debug
View, F3+B Hitboxes and F3+G Chunk Borders. C replaces
Minecraft's "copy coordinates" while Lamium is installed unless you rebind it.
Known issues
- Hand Restock is checked in local worlds; server timing and very fast use or ambiguous inventory changes may skip a refill. It does not refill tools (Tool Protection swaps a tool before it breaks).
- Enchanted shields show no glint in Lamium's item icons (offhand slot, Shulker/Bundle previews, the inventory HUD); enchanted golden apples and other flat icons do. Enchanted leather armor shows its undyeable parts see-through there (unenchanted leather draws whole).
- The Simplified Chinese text is a first, AI-assisted translation; corrections are welcome (see Translating).
- Hide effects cannot hide the carved pumpkin overlay or the spyglass frame yet. Water, lava and powder snow fog hiding is checked with the vanilla resources in Fancy graphics; other packs and graphics modes are unverified. Under Vibrant Visuals the distance fog stays vanilla (in 0.1.8 hiding it turned the world magenta and flickering there) and Night Vision has no effect.
- FreeCamera is experimental. Underground terrain drawing is checked in a local world and on BDS; Hold/Toggle operation, menus, focus loss and dimension travel are also checked. Other players' view of the body, controllers and broader graphics/resource configurations remain untested.
- Edge Guard is checked in local worlds and on a test BDS (including server position corrections); other servers and their anti-cheat are untested.
- Item Transfer's bulk and leave-one moves are checked in chest, furnace, brewing stand and beacon screens, locally and on a test BDS. Other screen families, other servers and rejected moves on laggy servers are untested. The held-stack Shift + click and drop gestures are checked in a chest screen in a local world only.
- The breaking restriction modes will be redesigned.
- Auto Attack/Use: whether several clicks per tick land on servers is not verified.
- The map is experimental: minimap, radar and world map have local and external BDS checks with a large explored area. Waypoint storage per server, distant players on dedicated servers, and the latest section-request/teleport changes on servers remain unverified. Some servers may treat seeing mobs and players through walls as unfair. A few mob faces are not right yet (silverfish and tadpoles stay dots; camel and hoglin faces may look off), and skins with custom head models are untested.
- Schematics are experimental and checked in local worlds only; servers, other dimensions and very large files are not verified. Under Vibrant Visuals ghosts lose their light-blue tint and the honey ghost is black. Entity models stay in their rest pose (a wolf's tail, zombie arms) with the default skin, sheep wool is not drawn, and entities without a model show as a dashed frame. Entities are checked by type near their spot and saved only by type, position and facing. In the 3D previews parts behind some cut-out blocks (seagrass, a spawner) can be missing, and grass and leaves take the biome you stand in.
- Connected Textures is experimental and checked in local worlds with the vanilla resources in Fancy graphics; Vibrant Visuals, resource packs (other border widths) and servers are unverified. Only glass, glass panes, bookshelves and sandstone connect. Joined glass panes stretch their glass by one texel at the joins instead of keeping the texture's own scale (drawn that way, panes shaded dark on one half).
- The player list knows where other players are only while they share your dimension: elsewhere it shows the dimension they were last seen in, faded, without a distance. The player list is checked locally, on BDS and in a LAN world; the locked trades only in local worlds.
- Changing the game language inside a world many times in a row froze the game once (the title screen does not); Lamium allows one change per 10 seconds in a world. The cause is unknown.
- Skip server resource packs is checked on a test BDS with a cosmetic pack. Servers whose packs add blocks, items, entities or menus will show those wrong. On a server that requires its packs, the game itself turns off your global resource packs, so the look is vanilla, not your own packs.
- Death layout restore is checked in local worlds; with instant respawn the inventory may be read as kept and nothing is restored. Servers with latency are untested.
Reports, questions and translation fixes are welcome as GitHub issues; see Contributing for what helps in a report and how pull requests are handled.
Development
The repository is the source of truth for development:
- Documentation guide indexes the docs and explains their roles.
- Design defines accepted product and UI behavior.
- Backlog defines current work, ordering and model class.
- Validation separates compiled/tested behavior from behavior actually checked in Minecraft.
- Distribution defines packaging, managed updates and settings-preservation requirements.
- Agent guide is the working manual for coding agents.
- Contributing covers issues and pull requests from outside contributors.
- Provenance separates dependencies, incorporated source and reference-only research.
Inventory sorting uses ordinary game operations, waits for matching responses between operations and revalidates the affected region before continuing. Rejection, missing responses or a changed screen stops the plan.
Build
Target: Windows x64, Minecraft 1.26.51.01, LeviLamina Client v26.51.5. Install Visual Studio Build Tools with the Windows SDK and C++ toolchain, LLVM (clang-cl), Git and xmake. Dependencies are resolved by xmake; no sibling project or machine-specific configuration is required.
xmake f -a x64 -m release -p windows --target_type=client -y
xmake build Lamium
xmake build LamiumTests
xmake run LamiumTests
xmake build LamiumNativeTests
xmake run LamiumNativeTests
./scripts/Check-Package.ps1
Use PowerShell 7 for the package check. xmake-requires.lock records the
package versions and repository revisions used for Windows x64. Keep it when
cloning; review changes from xmake require --upgrade before committing them.
The project includes a client SDK recipe that downloads the matching
LeviLamina source headers and official release DLL with SHA-256 verification,
then generates an import library using Visual Studio's dumpbin and lib.
It does not install or bundle that runtime. See
SDK build notes.
GitHub Actions builds on Windows, runs the pure and native tests plus package checks, and uploads a development artifact. Current main CI is exercised, but Minecraft runtime checks still require a local installation and cannot be proved by CI.
Use a separate launcher instance for development. Do not enable another mod that changes the same camera or inventory behavior while testing Lamium.
Design and diagnostics
Lamium writes diagnostics to mods/Lamium/logs/lamium.log, flushing
informational messages immediately so failures can be inspected while the game
is running. Logs rotate by size/date and retain at most seven archives.
One mod owns settings and input actions. Features own their transient state and restore vanilla behavior when disabled, leaving a world or losing input focus. Settings and UI remain local. Inventory actions must use ordinary game operations and verify resulting slot contents before continuing.
License
Copyright (C) 2026 amatouhake.
Lamium is licensed under the GNU Lesser General Public License, version 3 only
(LGPL-3.0-only); see COPYING.LESSER and COPYING.
Third-party notices are in THIRD_PARTY_NOTICES.md.