Client only
What InputBooster sends to a server, what it cannot do, and why there is no server-side component.
InputBooster runs entirely in your client. A server does not install it, does not detect it, and cannot see it. Every action the mod produces ends in an ordinary vanilla client call.
Where it runs
The mod metadata declares the client side in both loaders:
"environment": "client", "entrypoints": { "client": [ "dev.inputbooster.platform.InputBoosterFabric" ] }
[[dependencies.${mod_id}]] modId="minecraft" type="required" versionRange="${minecraft_version_range}" ordering="NONE" side="CLIENT"
There is no server entrypoint, no network packet and no server-side mixin in the project.
What the server receives
The mod does not send packets of its own. It calls the same vanilla entry points a player would call:
| Action | Vanilla call | Server sees |
|---|---|---|
| Attack an entity | gameMode.attack(player, target) | An ordinary attack packet |
| Use item | gameMode.useItem(player, InteractionHand.MAIN_HAND) | An ordinary use packet |
| Jump | player.jumpFromGround() | The usual movement state |
| Sprint | player.setSprinting(true) | The usual movement state |
What the mod does not do
- It does not extend reach. The drainer only attacks a target that is still alive and within vanilla melee range — squared distance 36, which is the 6-block reach vanilla uses.
- It does not change hit registration or attack cooldown.
- It does not generate input. Every action starts from a physical key or button press that the mod observed.
- It does not cancel another mod's key events or remap another mod's bindings.
- It does not play the game for you. There is no auto-attack loop, no auto- mine and no aim assist.
Why there is no server component
A server-side component would have to either:
- Trust the client, which changes nothing about how the client works.
- Validate actions, which is the server's job already for reach and cooldown.
The problem the mod solves is entirely client-side: the game reads input once per tick, so a tap that starts and ends inside one tick window is never seen. No server can fix that, because the action never leaves the client.
Multiplayer and other players
Other players see the same thing they would see from a vanilla client: your attacks land, your movement changes, your items get used. Nothing about the mod's internal state — poll rate, queue depth, engine mode — is transmitted.
The replay recorder is a local testing tool. Recordings live in memory only, are never written to disk and are never sent anywhere.
Related pages
- Requirements — what the mod needs on your machine.
- Installation — putting the jar in place.
- Limitations — the full list of what the current build does not do.