Core Features Tutorial

Core Features


Module Keybinds To bind a module in Whiteout, click the "Keybind" text on a module header.
It is now in the waiting state. Press a key to set the bind to that key.
Once a module is bound, you are able to change the bind mode by right clicking the bind.
The "Toggle" mode means that when you press the bind, if the module is on, it turns it off, and if it's off, it turns it on. When in the "When held" mode, the module is only active when the keybind is held. The "Off when held" mode means the module is always disabled, unless the keybind is held.
Conditional Keybinds All of Whiteout's conditionals are able to be keybound in much the same way as the modules themselves. To do so, simply CTRL + left click a conditional.
This puts the conditional in the waiting state. Simply press a key to bind the conditional to that key.
Right clicking a bound conditional brings up the keybind modes, in a similar fashion as the module keybinds.
Refer to the "Module Keybinds" section for more specific info on the keybind modes, should you have any questions.
Module States Whiteout has a unique configuration feature that may be a little confusing initially. Only some modules have this, as it's not required for many modules. I will be demonstrating with the Aim-Assist module.
The text that says "Global" with the arrows on either side is the control for changing the configuration state. If I click an arrow, you can see that the text changes.
It now says "Standing". This means that you are configuring aim assist options that will be active only while you are standing still in-game. *Please note: the module toggle is state-dependent! This means that you must have it turned on for every state you wish to be active.* If I switch the module state to sprinting, I am configuring settings for Aim-Assist that are only active while sprinting, enabling me to create a very versatile and adaptive config. If the "Global" state is enabled, all other states are ignored. This effectively removes the module state feature, should you not wish to use it.
Attack Required Conditional You may have noticed that many modules have a "Attack Required" or "Use Required" conditional that is enabled by default. To demonstrate this, I will be using the Auto-Clicker module as an example.
This option exists due to the in-game attack bind defaulting to left click. Whiteout does not support binding a module to the left mouse button. In response, this option was added. This means that in addition to the module being enabled, the in-game attack keybind must be pressed. If I were to disable it, the module would click regardless of if my mouse button is down (if the module is enabled). The same logic applies to "Use Required" for the Right-Clicker.
Module Item Whitelisting Whiteout has a per-module item whitelist feature. This feature allows you to specify a list of items that you must be holding in order for the module to enable. To enable it, toggle the "Whitelist" conditional in a module's settings.
A small crossed-swords icon will appear next to the module name.
Press this, and a menu will pop up.
Search for an item in the search bar, or press a quick-whitelist button to whitelist all of that item. Now the module will only work if you are holding a highlighted item. The "Use Global Whitelist" switches the item whitelist from being module-specific, to being shared by all other modules with the "Use Global Whitelist" option enabled. If you want to quickly set up a weapons only whitelist for Auto-Clicker and Aim-Assist, this would allow you to do that quite quickly. To close the menu, press "Finish", or simply press ESC.
Color Pickers Many of Whiteout's visual features allow you to change the color of said feature using a color picker. I will be exemplifying this with the Tracers visual feature under the Entity ESP module.
Upon enabling Tracers, a small colored box with the text "Tracer Line Color" appears. To change the color of Tracers, click the colored box.
You are now presented with a color picker. You may input a color code for precise color control, or use the picker to find a color you find pleasing. The bar furthest on the right controls the opacity of the color. You may also change the mode of the color by pressing the "Color Type" listbox.
You are presented with four different color modes: Normal, Chroma, Breathe, and Breathe2. Admittedly the last one needs a better name... I'm sure we'll think of something. Play around with the different modes and see what you like best!
Text Renderer We have developed our own in-game text renderer (separate from Minecraft's built-in one). This is done to lower client-side screenshare detection vectors by not directly putting strings into the game's memory. Despite this, doing this is loading code into the game that was not there before. Whiteout puts your safety first, so while there are no active detection methods for our text renderer *that we know of*, it will always confirm that you want to enable the text renderer. The Array List module is what I will be using to exemplify this. Upon enabling Array List, I am greeted with this pop-up window:
Pressing "Yes" enables the text renderer, and Array List will function as expected. You may turn off the text renderer at any time by navigating to the Misc category tab (the 3 gears), and toggling it off.

Self Destruct This is the feature that keeps you safe in a screenshare scenario. This feature unloads the client from the game, and cleans traces of it ever existing on your computer. You may trigger this self destruct by simply pressing the red "x" button, or by navigating to the Misc category tab (the 3 gears), and press the "Destruct" button under the Self Destruct module.

Tooltips Hover over any slider or conditional to see a tooltip about what it does.
Configuration Helper Whiteout has a built-in configuration helper that will warn you if your settings are semi-blatant or blatant. If a module is blatant, the module name turns red. If it’s semi-blatant, it turns yellow. Use these as general configuration guidelines, they’re not perfect.