Chams
Renders selected entities through walls so they're visible regardless of line of sight.
Settings
- Targets
- Multi-select of which entity types to render through walls (Players, Armor Stands, Mobs, Items, Projectiles, Fireballs, TNT, Hitboxes).
- Disable Lighting
- Skips the world-lighting shading on Chams targets so they render at full brightness regardless of the light level they're in.
- Override Render Dist
- Forces Chams targets to render even when they're past the chunk's normal render distance, so distant entities still draw (useful for items).
ESP
Highlights entities so they stand out through walls. Multiple render styles are available, each with its own set of tunable visuals.
Settings
- Mode
- Box draws a 3D bounding box around each entity. Outline traces the entity's silhouette. 2D projects a flat rectangle in screen space.
- Targets
- Players is just real players. Living adds peaceful and hostile mobs. All adds every entity type Grave can highlight.
- Use Team Colors
- Overrides the picked color with the entity's team color (from scoreboard teams) when one is set.
- Outline → Use Entity Color
- Tints the outline with the entity's actual model color instead of the picked color.
- Box/2D → Line Thickness
- Width (in pixels) of the box/2D border lines.
- Box/2D → Size
- Multiplier on the rendered box size relative to the entity's actual bounding box. 1.0 is true size; higher values inflate the box for visibility.
- Box → Glow
- Adds a soft outer glow around the 3D box. 0 disables; higher values make it bloom further. Box mode only.
- Filled
- Fills the box/outline with a translucent color in addition to the border.
- Filled → Opacity
- Alpha of the fill, 0.05 (barely visible) to 1.0 (fully opaque).
- Show Health
- Adds a small health bar to the side of the entity.
- Show Nametags
- Re-renders vanillas exact nametag in the spot it normally would, allowing for the ability to always see nametags through walls clearly.
- Show Own
- Also highlights your own self in third person view.
- Box → Face Player
- Rotates the 3D box to face where the target is looking, instead of being world-axis aligned.
- Outline → Clip Outlines
- Allows for outlines of entities that are behind each other to be visible.
Nametags
Configurable nametags that display information about the target entity.
Settings
- Targets
- Players is just real players. Living also includes peaceful and hostile mobs.
- Auto Scale
- Scales the nametag based on distance so it stays visible on entities at any distance.
- Auto Scale → Multiplier
- Base scale factor applied on top of the distance-based sizing. 1.0 keeps the default; higher values make tags bigger overall.
- Auto Scale → Max Size
- Caps how large auto-scaled tags can grow when entities are very close, so they don't fill the screen.
- Hide Original
- Hides vanilla's built-in nametag rendering so only Grave's nametag shows. Without this, both stack on top of each other.
- Show Background
- Draws a dark backdrop behind the nametag.
- Show Background → Opacity
- Alpha of the backdrop, 0.0 (invisible) to 1.0 (solid).
- Show Equipment
- Renders the entity's currently equipped armor and held item ontop of the nametag.
- Show Effects
- Renders icons for active potion effects on the entity ontop of the nametag and equipment if shown.
- Render Own Nametag
- Renders a nametag on your own player when you are in third person view.
ItemESP
Highlights item drops on the ground along with their stack size + optional name.
Settings
- Mode
- Box draws a 3D bounding box around the item. Outline traces the item silhouette.
- Tracked
- Items to highlight, each with its own color. Add by numeric id. The color picker on each row sets that item's box/outline color independently.
- Show Name
- Draws the item's display name above the highlight.
- Line Thickness
- Width (in pixels) of the box border.
- Box → Glow
- Soft outer glow around the 3D box. 0 disables; higher values bloom further. Box mode only.
- Filled
- Fills the box/outline with a translucent color in addition to the border.
- Filled → Opacity
- Alpha of the fill.
- Auto Scale
- Scales the stack size + name if enabled text based on distance so distant drops stay readable.
- Auto Scale → Multiplier
- Base scale factor applied on top of the distance-based sizing.
- Auto Scale → Max Size
- Caps how large the auto-scaled highlight can grow when items are close.
- Outline → Use Entity Color
- Tints the outlines with the item's actual model color instead of the picked color.
- Armor Stand Items
- Also highlights items held by invisible armor stands (a server trick used to fake item drops on some servers). These aren't real item entities, so they're off by default.
Indicators
Draws on-screen visual indicators for incoming projectiles.
Settings
- Draw Line → Types
- Multi-select of which projectile types get an incoming-line indicator (Arrow, Egg, Fireball, Snowball, Pearl).
- Draw Line
- Draws lines for each selected projectile type based on their simulated trajectory.
Trajectories
Draws the predicted flight path of projectiles you're holding (and optionally projectiles already in flight).
Settings
- Types
- Multi-select of which projectile types to show trajectories for (bow, egg, snowball, pearl, etc.).
- Show Collisions
- Marks where the trajectory hits a block or entity with a small impact indicator.
Tracers
Draws a line from your camera to nearby entities, so you can see them through walls and behind you.
Settings
- Targets
- Which entities to draw tracers for. Players: only other players. Living: players plus all living entities (mobs). All: everything except dropped items.
- Line Width
- Thickness of the tracer lines in pixels (1–5).
- Color
- Color and opacity of the tracer lines.
- Handle Invisible
- How to treat invisible entities. Skip: hide them entirely. Show: draw with the normal tracer color. Show Custom: draw with a separate color (the Invis Color picker below). Only: draw invisible entities only, hiding all visible ones.
- Invis Color
- Color used for invisible entity tracers when Handle Invisible is set to Show Custom. Default is a light gray to suggest translucency.
Alerts
Sends a notification when other players hold/have equipped a tracked item.
Settings
- Show List
- Renders an on-screen list of currently-flagged players with what they held.
- Show Targets
- Adds a target indicator on flagged players in the world so you can locate them visually.
- Lobby Check
- Suppresses alerts while inside a hypixel lobby by checking for a hypixel lobby id.
- Scoreboard Check
- Only fires alerts when the server scoreboard contains the configured text.
- Scoreboard Check → Scoreboard Text
- Substring matched against the current scoreboard. Use 'Set To Current' to capture whatever's on the scoreboard right now.
- Item Notification Format
- Template string for the per-item alert notification. Placeholders for player name and item name.
- Armor
- Also checks armor slots for the tracked items.
- Armor → Armor Notification Format
- Template string for the armor alert notification.
- Ignore Teammates
- Skips players Grave detects as your teammates.
- Write in Chat
- Also writes the alert to the in-game chat so that every other player can see it.
- Remove Unloaded
- Drops a player from the alert list once they get unloaded (out of render distance), instead of keeping them flagged.
- Tracked Item IDs
- Numeric item ids to flag. Players carrying any of these will trigger an alert.
- Bedwars
- Fills Tracked Item IDs with a preset for Bedwars.
- Hypixel MM
- Fills Tracked Item IDs with a preset for Hypixel Murder Mystery.
PickupAlerts
Notifies you whenever someone picks up a tracked item.
Settings
- Tracked Item IDs
- Numeric item ids to watch for.
- Notification Format
- Template string for the pickup notification. Supports placeholders for player name, item name.
- Notify Pickup Value
- Minimum stack size before a pickup fires a notification. Off disables value-gating entirely.
- Ignore Teammates
- Skips pickups by players Grave detects as your teammates.
- Write in Chat
- Also writes the alert to the in-game chat so that other players in your game can see it.
BlockESP
Highlights tracked block ids in the world so you can spot specific blocks (chests, ores, beds, etc.) at a glance even through walls.
Settings
- Block Ids
- Block ids to highlight, each with its own color. Add by id; the color picker on each row sets that block's highlight color independently.
- Max Blocks
- Cap on how many tracked blocks can render at once. 1000+ uncaps the limit.
- Mode
- Box draws a 3D bounding box around the block. Outline traces the block's silhouette.
- Box → Line Thickness
- Width (in pixels) of the box border lines.
- Filled
- Fills the box/outline with a translucent color in addition to the border.
- Filled → Fill Opacity
- Alpha of the fill, 0.0 (invisible) to 1.0 (solid).
- Outline → Use Block Color
- Tints the outline with the block's intrinsic color instead of the per-id picker color. Hidden outside Outline mode.
DamageTags
Shows floating damage numbers above entities when their health changes, reading directly from the server's health/absorption updates.
Settings
- Duration
- How long each damage number stays on screen, in milliseconds, before it fades out and rises away.
- Scale
- Size multiplier for the damage number text. 1.0 is the default size; higher values make the numbers bigger.
- Shadow
- Draws a drop shadow behind the numbers so they stay readable against bright backgrounds.
- Show Healing
- Also shows green '+' numbers when an entity regains health, not just red damage numbers. Off shows damage only.
ExplosionRadius
Simulates TNT and fireball explosions ahead of time and outlines exactly which blocks will be destroyed, with an optional countdown to detonation.
Settings
- Opacity
- Alpha of the highlighted blast volume. The fill fades in as the explosion gets closer to going off.
- Sources
- Multi-select of which explosion sources to simulate and outline. TNT outlines the blast radius of primed TNT entities. Fireball outlines where a fireball will land and the blast radius it will create there, accounting for its current trajectory.
- Show Timers
- Draws a countdown showing how long until the explosion goes off, above the TNT or at the fireball's landing spot.
- Show Timers → Format
- Units for the countdown. MS shows whole milliseconds (e.g. 1200ms); Second shows seconds with two decimals (e.g. 1.20s).
- Show Timers → Timer Scale
- Base size of the countdown text. It still auto-scales with distance so it stays readable; this sets the baseline size on top of that.
AntiDebuff
Hides negative visual effects (blindness and nausea). The server still applies the effect; only the client-side visual is suppressed.
Settings
- Show Notifications
- Notifies you when an effect is suppressed using Graves notification system. Must have notifications enabled in the settings.