Player ESP¶
Everything drawn on other players: their box, their outline and their name tag.
Player esp is one module in the enhancements tab's world section, with the box and the outline as two switches inside it. They share the same colours, the same Range and the same answer to whether a wall hides them, and they stack: a box and an outline on the same player line up exactly. In classic they are two modules of their own under Render instead, and neither draws through a block.
NameTags is its own module, with its own switch and its own keybind, in the enhancements tab's world section. It is in enhanced only: classic draws the game's own labels.
Read server safety before enabling anything here.
Hitboxes default off¶
Draws the box around each player, in full-outline, corner-bracket, feet-only or flat 2D style, with a neon glow around the line. Boxes reach as far as Range says, well past the distance where the game itself stops drawing players. /fkdr hitboxes says what is being drawn. Outline is the model-shaped sibling: same colours, wrapped around the player instead of the box, and the two stack.
Boxes and outlines keep the colour you chose underwater, in a cave or at night, and they work with shader packs and with OptiFine's Fast Render on.
A box stays on screen for as long as the player is within Range, whatever the distance. A player too far away for the server to tell your client about cannot be boxed by anything.
Nicked players are boxed and outlined, and so is every opponent from the first second of the game.
Invisible players are boxed only while ThroughWalls is on; with it off an invisible player is never boxed.
Who counts as a teammate¶
With TeamColours on, a player is drawn as your teammate only when fkdr can tell they are on your team.
- On Hypixel that covers your party (in any mode but solo, and in the pre-game lobby) and your team in a live game.
- On any other server fkdr is stricter, because servers set teams up in different ways. When it is not sure, the player is drawn as an enemy, never as a friend.
/fkdr threat teams <name> shows why a player does or does not count as a teammate. Run it when a colour looks wrong.
| setting | type | default | description |
|---|---|---|---|
Style |
Full · Corners · Feet · 2D |
Full |
Full outlines the whole box; Corners bracket it; Feet marks only the base; 2D draws a flat rectangle around the player on the screen, with the same halo and eye line, hidden by whatever is in front of the player unless ThroughWalls is on. The 2D rectangle fits the whole player from every angle. |
Glow |
toggle | on | A soft neon halo bleeding out of the outline. |
GlowSize |
0.03–0.40 | 0.14 |
How far the halo reaches from the line. Close up it is measured in blocks; far away the halo never gets thinner than a couple of pixels, so it stays visible at every distance. Visible when Glow. |
GlowStrength |
10–100 | 70 |
How bright the halo is against the line. Visible when Glow. |
Self |
toggle | off | Draw your own hitbox too. Only visible in third person. |
TeamColours |
toggle | on | Colour every player by team; TeamColourMode picks how. CustomColour overrides it while that is on. See who counts as a teammate. |
RGB |
toggle | off | Cycle the boxes through the rainbow. |
RGBSpeed |
0.1–5.0 | 1.0 |
How fast the colour cycles. Visible when RGB. |
TeamColourMode |
Real · Friend-Enemy |
Real |
Real: every team in its own colour, so a blue enemy is blue and a red one red. Friend-Enemy: TeamColour for your team and EnemyColour for everyone else. Visible when TeamColours is on and RGB is off. |
FollowAccent |
toggle | on | Use the menu's accent colour, so the box follows your theme and its AccentMode animation. Turn it off to pick your own. Visible when TeamColours and RGB are off. |
CustomColour |
toggle | off | Draw every player in Colour, instead of team colours, the theme accent or RGB. Shared by Hitboxes and Outline: switching it in one switches it in both. |
Colour |
colour | #3FD0E0 |
One colour shared by Hitboxes and Outline: change it in either module and both follow. Used for everyone when CustomColour is on; otherwise the box colour when FollowAccent is off. Click the row to open the picker. |
CustomSelfColour |
toggle | off | Draw yourself in SelfColour while everyone else keeps their team or custom colour. Shared by Hitboxes and Outline. Shows on you only when Self is on (third person). |
SelfColour |
colour | #FFD84A |
Your own colour for both Hitboxes and Outline: change it in either and both follow. Visible when CustomSelfColour. |
TeamColour |
colour | #40FF60 |
Your team's colour. Visible when TeamColourMode is Friend-Enemy. |
EnemyColour |
colour | #FF4040 |
Everyone else's colour. Visible when TeamColourMode is Friend-Enemy. |
ThroughWalls |
toggle | on | See through walls and see invisible players: box everyone you could not otherwise see. This is an ESP. |
SkipNPCs advanced |
toggle | on | Leave Hypixel's NPCs and the pre-game lobby's hidden players unboxed. Nicked players are boxed. Turn off if real players are being missed. |
EyeLine advanced |
toggle | off | Mark the eye height, which is what a bow aims at. |
LineWidth advanced |
0.5–4 | 1.5 |
How thick the outline is. |
GlowLayers advanced |
1–5 | 3 |
How smoothly the glow fades out. More is smoother. Visible when Glow. |
GlowAdditive advanced |
toggle | on | Blend the halo by adding light: vivid against dark, washed out against the sky. Visible when Glow. |
CornerReach advanced |
0.05–0.45 | 0.28 |
How far a corner bracket runs along each edge. Visible when Style = Corners. |
KeepFarVisible advanced |
toggle | off | Past fighting range, stop a box shrinking below a readable size on screen. Off draws the exact box at every distance, so a box's size tells you how far away the player is. |
InGameOnly |
toggle | off | Only draw while you are in a Bed Wars game. |
Range |
4–512 | 256 |
How far away a player can be and still get a box. Players beyond the game’s own ~64-block entity range are still boxed, as far as the server keeps sending their positions. |
Diagnostic: /fkdr hitboxes (also /fkdr hitbox).
Outline default off¶
A clean coloured line around nearby players, following their model. Where Hitboxes shows the player's box, Outline traces the player with one smooth line in one colour that follows the skin (hats, hoods and jackets included, cape never), the same for slim and classic skins, so it is the one to use when what matters is seeing where a player is against a busy map. The line and its glow only ever go around the outside of the player. Hitboxes and Outline only draw on players in the world, never on the player models in menus such as Lunar's emote wheel or your inventory. A player doing an emote keeps their outline and box, you included when Self is on. The two stack; with both on, the outline sits inside the box. Every setting has the same name and default as its Hitboxes counterpart and the colour follows the same rule, so a rainbow box and the rainbow outline inside it are always the same colour. The box-only settings (Style, CornerReach, EyeLine) do not apply.
The game stops drawing player models at about 64 blocks, and there is no model to trace past that; for far players use Hitboxes, which does reach further.
Invisible players are outlined only while ThroughWalls is on, the same rule as Hitboxes.
Team colours follow the same teammate rules as Hitboxes, on Hypixel and off it; /fkdr threat teams <name> explains a colour.
| setting | type | default | description |
|---|---|---|---|
Glow |
toggle | on | A soft neon halo around the outline, the same halo as Hitboxes, outside the line only. |
GlowSize |
0.03–0.40 | 0.14 |
How far the halo reaches beyond the line. It gets smaller and fainter smoothly all the way down to the lowest value, and never disappears at a distance. Visible when Glow. |
GlowStrength |
10–100 | 70 |
How bright the halo is against the line. Visible when Glow. |
Self |
toggle | off | Outline yourself too. Only visible in third person. |
TeamColours |
toggle | on | Green for your team, red for everyone else, by the same rules as Hitboxes. |
RGB |
toggle | off | Cycle the outlines through the rainbow. |
RGBSpeed |
0.1–5.0 | 1.0 |
How fast the colour cycles, in full loops per five seconds. Visible when RGB. |
TeamColourMode |
Real · Friend-Enemy |
Real |
The same as Hitboxes: Real draws every team in its own colour, Friend-Enemy uses TeamColour and EnemyColour. Visible when TeamColours is on and RGB is off. |
FollowAccent |
toggle | on | Use the menu's accent colour, so the outline follows your theme and its AccentMode animation. Turn it off to pick your own. Visible when TeamColours and RGB are off. |
CustomColour |
toggle | off | Draw every player in Colour, instead of team colours, the theme accent or RGB. Shared by Hitboxes and Outline: switching it in one switches it in both. |
Colour |
colour | #3FD0E0 |
One colour shared by Hitboxes and Outline: change it in either module and both follow. Used for everyone when CustomColour is on; otherwise the outline colour when FollowAccent is off. Click the row to open the picker. |
CustomSelfColour |
toggle | off | Draw yourself in SelfColour while everyone else keeps their team or custom colour. Shared by Hitboxes and Outline. Shows on you only when Self is on (third person). |
SelfColour |
colour | #FFD84A |
Your own colour for both Hitboxes and Outline: change it in either and both follow. Visible when CustomSelfColour. |
TeamColour |
colour | #40FF60 |
Your team's colour. Visible when TeamColourMode is Friend-Enemy. |
EnemyColour |
colour | #FF4040 |
Everyone else's colour. Visible when TeamColourMode is Friend-Enemy. |
ThroughWalls |
toggle | on | See through walls and see invisible players: outline everyone you could not otherwise see. This is an ESP. |
ThroughArmour |
toggle | off | Draw the skin's outline over armour and worn items instead of around them. Off, the ring goes round everything the player wears (armour, a worn head, a client's own skin layers); on, it follows the bare skin, drawn across whatever is on top. |
FillThroughWalls |
toggle | on | Show the player's own skin (and what they wear) through walls, inside the outline. A player in plain sight looks unchanged. |
SkipNPCs advanced |
toggle | on | Leave Hypixel's NPCs and the pre-game lobby's hidden players alone. Nicked players are outlined. Turn off if real players are being missed. |
LineWidth advanced |
0.5–6 | 2 |
How thick the outline is, in pixels, at any distance. |
GlowLayers advanced |
1–5 | 3 |
How the halo falls off: 1 is a straight ramp, 2–3 bright at the line and soft outside, 4–5 tighter still. Visible when Glow. |
GlowAdditive advanced |
toggle | on | Blend the halo by adding light: vivid against dark, washed out against the sky. Visible when Glow. |
InGameOnly |
toggle | off | Only draw while you are in a Bed Wars game. |
Range |
4–512 | 192 |
How far away a player can be and still get an outline. The game stops drawing player models at about 64 blocks and there is no model to trace past that. Use Hitboxes, which reaches further. |
Diagnostic: /fkdr outline (also /fkdr outlines).
NameTags default off¶
Draws every player's name tag over their head, through walls, at a size you set. Tags stay readable at distance instead of shrinking away, and they keep the marks fkdr adds to a name: tag badges, the Urchin markers, nick marks and the Murder Mystery role icons. Each player gets one tag: the one your client would draw is replaced, never doubled.
With Gradient on, names are drawn in a moving colour, and each part keeps its own colour: the rank, the team prefix and the name each shimmer in their own shade. Bold, underline and the other styles are kept.
Each tag is one line (the name and the distance) with the player's gear in a row above it: what they are holding, then their helmet, chestplate, leggings and boots, and an enchanted piece shimmers as it does in the world. Empty slots take no space. Equipment puts the held item back inside the tag instead (Name), or shows nothing (Off).
The overlay X. A player who is on the overlay with you right now gets a small X in front of their name, inside the tag. OverlayMark below switches it for the tags this module draws. The X also sits inside the game's own name tag, in front of the name, on every client (Lunar, Forge and the rest), so it shows the same way with NameTags off; Stats → OverlayMark is the switch then, the same one that marks them in TAB. Caution icons show on name tags on every client too.
With NameTags off your client draws its own name tags, and they behave as in vanilla: a faint tag shows through walls, and none while the player is sneaking.
| setting | type | default | description |
|---|---|---|---|
RenderSelf |
toggle | on | Shown as show own. Show your own tag in third person, in place of any tag your client draws for you there. Never in first person. |
Background |
toggle | on | Draw a dark strip behind each tag. |
BackgroundOpacity |
0.0–1.0 | 0.4 |
How dark that strip is. Visible when Background. |
MaxDistance |
8–256 | 64 |
How far away a player can be and still get a tag. The game stops its own labels at 64, so every tag past that is text the game would not have drawn. |
SkipNPCs |
toggle | on | Leave Hypixel's NPCs and the pre-game lobby's hidden players untagged. Nicked players still get a tag. Turn off if real players are being missed. |
InGameOnly |
toggle | off | Shown as in game only. Only draw tags while a game is being played: off in Hypixel's hubs and in the pre-game lobby, on everywhere else, including servers that are not Hypixel. |
OverlayMark |
toggle | on | Shown as mark overlay players. Put a small X in front of anyone else in your lobby who is running the overlay. The tab list has its own switch for the same mark (Stats → OverlayMark). |
CustomFont |
toggle | on | Draw tags in the overlay's own font instead of the game's. The game's font is a bitmap blown up in the world, so it softens as a tag gets closer, while the overlay's face stays sharp at any size and is about a fifth smaller at the same distance. Turn it off for the game's look. |
Gradient |
toggle | on | Draw names in a moving colour. Each part keeps its own colour: rank, team and name. Off: flat colours. |
ShowDistance |
toggle | on | Shown as distance. Show how far away each player is on their tag. |
DistanceColour |
toggle | on | Colour the distance by how close they are: red right on top of you, yellow at fighting range, green further off, fading between. The name keeps its own colours. |
Equipment |
Above · Name · Off |
Above |
Where a player's gear is shown. Above: held item, then armour head to foot, in a row over the tag. Name: the held item inside the tag. Off: neither. |
AutoScale |
toggle | on | Every tag the same size on screen at any distance: far tags do not shrink and close ones do not grow. Up close a tag is never smaller than the game's own name tag. The gear row scales with the tag. Turn it off and Scale and FarScale decide. |
Scale |
0.5–2.0 | 1.0 |
Size of the tags. With AutoScale off, a tag is never smaller than this size; close to a player it grows, up to twice the size and never past the game's own tag. |
FarScale |
0.5–1.0 | 1.0 |
How big a tag at MaxDistance is next to one beside you. 1 keeps every tag the same size on screen; lower lets far tags shrink so a full lobby is less crowded. Never below half, so a far name stays readable. Visible when AutoScale is off. |
ScoreLine |
toggle | on | Keep the line a server puts under a name (Hypixel's health) on its own row under the tag. |
Health |
Off · Name · Below |
Off |
Show each player's health on their tag: the number TAB shows (health plus golden hearts, rounded up), with golden hearts in gold. Name: after the distance on the tag. Below: on a row under the tag. |
HealthColour |
Steps · Smooth |
Steps |
Shown as health colour. Steps: green, yellow and red like the health in TAB. Smooth: fades from green through yellow to red as it drops. Visible when Health is not Off. |
HealthHeart |
toggle | on | Shown as heart. A small heart after the number, in the same colour, gold while they have golden hearts. Visible when Health is not Off. |
Your own tag, and a nick¶
Switch show own (RenderSelf) on and a group of settings appears under it for the tag over your own head. They include a nick: a name of your own in place of the one you are signed in as, so a stream or a screenshot does not give the account away. Nothing is sent to the server. Your real name is still what you type with, what other players see and what the game sends. The nick is only drawn on your screen. It reads the account the game is actually running as, so it works whatever your launcher signed in with.
Your own tag is drawn in third person (F5) only.
| setting | type | default | description |
|---|---|---|---|
Nick |
text | (empty) | The name to show over your own head instead of your own. Empty keeps the name the server gave you. & colour codes work. |
NickColour |
Name · Accent · Custom |
Name |
Name: whatever colours the name already carries. Accent: the menu's accent, following its animations. Custom: one you pick. |
NickCustomColour |
colour | #FFFFFF |
The colour your name is drawn in. Visible when NickColour is Custom. |
NickFont |
Tag · Overlay · Game |
Tag |
Which face your own name is drawn in. The rest of the tag keeps the face the other tags use. |
SelfClientName |
toggle | on | Keep the fkdr in front of your own name. |
SelfBadge |
toggle | on | Keep the badge beside your own tag with the name you signed in to the overlay with. |
All six are visible only when RenderSelf is on. In classic the same thing is a module of its own, NickHider, in the Utility tab.
Diagnostic: /fkdr nametags.