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Get the Fe Blackhole

The Fe Blackhole code is below. Copy & inject it into the game. Enjoy!

local UserInputService = game:GetService("UserInputService")
local Mouse = game:GetService("Players").LocalPlayer:GetMouse()
local Folder = Instance.new("Folder", game:GetService("Workspace"))
local Part = Instance.new("Part", Folder)
local Attachment1 = Instance.new("Attachment", Part)
Part.Anchored = true
Part.CanCollide = false
Part.Transparency = 1
local Updated = Mouse.Hit + Vector3.new(0, 5, 0)
local NetworkAccess = coroutine.create(function()
    settings().Physics.AllowSleep = false
    while game:GetService("RunService").RenderStepped:Wait() do
        for _, Players in next, game:GetService("Players"):GetPlayers() do
            if Players ~= game:GetService("Players").LocalPlayer then
                Players.MaximumSimulationRadius = 0 
                sethiddenproperty(Players, "SimulationRadius", 0) 
            end 
        end
        game:GetService("Players").LocalPlayer.MaximumSimulationRadius = math.pow(math.huge,math.huge)
        setsimulationradius(math.huge) 
    end 
end) 
coroutine.resume(NetworkAccess)
local function ForcePart(v)
    if v:IsA("Part") and v.Anchored == false and v.Parent:FindFirstChild("Humanoid") == nil and v.Parent:FindFirstChild("Head") == nil and v.Name ~= "Handle" then
        Mouse.TargetFilter = v
        for _, x in next, v:GetChildren() do
            if x:IsA("BodyAngularVelocity") or x:IsA("BodyForce") or x:IsA("BodyGyro") or x:IsA("BodyPosition") or x:IsA("BodyThrust") or x:IsA("BodyVelocity") or x:IsA("RocketPropulsion") then
                x:Destroy()
            end
        end
        if v:FindFirstChild("Attachment") then
            v:FindFirstChild("Attachment"):Destroy()
        end
        if v:FindFirstChild("AlignPosition") then
            v:FindFirstChild("AlignPosition"):Destroy()
        end
        if v:FindFirstChild("Torque") then
            v:FindFirstChild("Torque"):Destroy()
        end
        v.CanCollide = false
        local Torque = Instance.new("Torque", v)
        Torque.Torque = Vector3.new(100000, 100000, 100000)
        local AlignPosition = Instance.new("AlignPosition", v)
        local Attachment2 = Instance.new("Attachment", v)
        Torque.Attachment0 = Attachment2
        AlignPosition.MaxForce = 9999999999999999
        AlignPosition.MaxVelocity = math.huge
        AlignPosition.Responsiveness = 200
        AlignPosition.Attachment0 = Attachment2 
        AlignPosition.Attachment1 = Attachment1
    end
end
for _, v in next, game:GetService("Workspace"):GetDescendants() do
    ForcePart(v)
end
game:GetService("Workspace").DescendantAdded:Connect(function(v)
    ForcePart(v)
end)
UserInputService.InputBegan:Connect(function(Key, Chat)
    if Key.KeyCode == Enum.KeyCode.E and not Chat then
       Updated = Mouse.Hit + Vector3.new(0, 5, 0)
    end
end)
spawn(function()
    while game:GetService("RunService").RenderStepped:Wait() do
        Attachment1.WorldCFrame = Updated
    end
end)