Overview
TheModuleManager is the central hub for managing all client modules (hacks) in LiquidBounce. It handles module registration, key bindings, state management, and provides access to all available modules.
Package: net.ccbluex.liquidbounce.features.module
Object Declaration
Properties
Root configuration object containing all module configurations
Core Methods
Module Registration
Registers all built-in LiquidBounce modules. Called during client initialization.Registers modules across all categories:
- Combat (KillAura, Velocity, Criticals, etc.)
- Movement (Fly, Speed, NoSlow, etc.)
- Player (AutoArmor, ChestStealer, NoFall, etc.)
- Render (ESP, Tracers, Nametags, etc.)
- World (Scaffold, Nuker, FastBreak, etc.)
- Exploit (Disabler, Phase, AntiHunger, etc.)
- Misc (AntiBot, Teams, AutoConfig, etc.)
- Fun (Derp, SkinDerp, Twerk, etc.)
Adds a custom module to the module manager.Throws an error if a module with the same name is already registered.
Removes a module from the module manager.Also disables the module if itβs running and unregisters its event handlers.
Module Access
Gets a module by name (case-insensitive).Example:
Script API method to get a module by name (case-insensitive).
Returns all registered modules.
Returns all module category names.
Event Handling
ModuleManager handles several key events:Key Bindings
- TOGGLE: Press key to toggle module on/off
- HOLD: Module enabled while key is held
- SMART: Toggles if tapped, holds if key is held down
World Changes
Disconnect Handling
disableOnQuit = true when disconnecting from a server.
Usage Examples
Getting and Toggling a Module
Iterating Through Modules
Creating a Custom Module
See Also
- ClientModule - Base class for all modules
- ModuleCategories - Available module categories
- EventManager - Event system integration