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Configuration

Jayden edited this page Sep 9, 2026 · 1 revision

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Parties has a ton of customization options, ranging from an extensive layout editor to complete control on what features you would like enabled.

HUD Preview

Layout Editor

The Layout Editor is the place where you're able to customize the party UI to your liking. Each layout can be saved to a file, exported as a string for sharing, and applied to different frames in the HUD editor.

You can open the layout editor directly through an optional keybind, or through the HUD screen that brings up the mouse (default Left Alt).

The left image shows the Layout Editor, with areas of interest numbered from 1 through 9. They are explained below.

Layout Editor Components

1

Layout 1

Editor File Menu

This menu allows you to load or save your current edited preset to a new file, or to the clipboard. From left to right, each button does the following:

  • Load From File: Loads a previously saved layout from your local directory into the editor. The directory is located in minecraft_root/config/parties/layouts/.
  • Import from Clipboard: Attempts to create a layout from your system's clipboard, allows you to save it, and then loads it into the active workspace.
  • Save (Overwrite): Saves the layout back to the active file, replacing the old data.
  • Save to File: Saves the layout to a completely new file on your drive in the same directory shown above.
  • Export to Clipboard: Compiles the current layout into a data string and copies it to your clipboard for rapid sharing.

The menu can also be clicked on to minimize the buttons and reduce footprint, as shown below:

Layout 1

2

Layout 2

Party UI Display

This UI display shows how the entire UI configuration would look like when applied to a frame.

The entire view area the display resides in can be dragged to move the UI display around. Scrolling the wheel also changes the scale, although this type of scale change is only for viewing purposes.

Selecting the Frame Layout in the element list displays two preview copies to help fine-tune padding and alignment for group layouts like the Party Frame.

3

Layout 3

Stage View Settings

These buttons don't apply changes to the layout, but rather allow you to change how the staging view displays the layout.

From left to right, each button does the following:

  • Toggle Grid: Toggles the visibility of the grid layout markers. The grid is 8x8 pixels while the thicker grid is 32x32 pixels.
  • Lock Stage View: Toggles the ability to drag the UI Display around, in case you want to prevent accidental movement.
  • Center Stage View: Re-centers and scales the UI preset to fit the provided Stage View space.
  • Toggle Animations: Toggles UI animations. When selecting an element from the Element List, animations play for that specific element (or all, depending on the button below). This allows you to see how the animations look like in action.
  • Toggle Single Animations: Toggles single UI animations - determines whether to only play the animations for the selected element or for everything.

4

Layout 4

Element List

The element list allows you to select what specific element of the party UI to modify. It also includes the Layout Settings of the frame.

From top to bottom, the displayed elements are as follows:

  • Layout: The layout element controls the padding and size of the entire layout, per entity.
  • Background: The background element allows you to adjust the transparent glass-like backdrop of the UI.
  • Leader: The leader element allows you to modify the leader icon that appears for a party leader.
  • Avatar: The avatar element controls the head (or paper doll) and the name of the entity in the UI. It allows you to adjust the head into several modes, including a compass, simple head, and a paper doll.
  • Dimension: The dimension element controls the dimension icon as well as the animation that plays when you change dimensions.
  • Experience: The experience element allows you to adjust how the vanilla-styled experience bar is displayed.
  • Health: The health element, an "overflowing bar" type element, allows you to adjust the display of the health along with absorption. You can also toggle between a bar, a flat bar, a single icon, or an icon array (like vanilla's Health display).
  • Hunger: The hunger element, also the same type as health, has similar options to choose from but defaults to a simple icon display.
  • Armor: The armor element allows you to modify the armor display in the UI. Note that hovering over the icon also shows the toughness level.
  • Toughness: The toughness element allows you to modify the toughness display in a similar manner to Armor, except that hides itself when it is zero.
  • Effects: The effects element allows you to configure a ton of different style options for how mob effects are rendered on players.

More elements are definitely coming in the future, with some already implemented! Details below.

The Element list also has a couple of buttons and displays with some functionality/information, detailed below

  • Element List Expand Button (top-left): It expands and contracts the element list to show names or just icons.
  • Element Configuration Texture Toggle (bottom-left): Toggles the display of textures on the interface, with it reverting to a transparent look if disabled.
  • Move List Up/Down Buttons (top-right/bottom-right): When the element list overflows, these buttons allow you to go up and down the list. You are also able to use mouse scrolling (or the scrollbar that appears).
  • Version number (bottom-left): Shows the current version number of the layout editor. Different version numbers have different compatibilities with each other.

5

Layout 5

Element Settings

This panel allows you to configure different settings for the selected element. If the number of options exceeds the physical space, a scroll bar appears allowing you to drag it or use the mouse wheel.

The footer consists of a series of three buttons that allow you to reset the layout to default values, revert the layout to last saved state, and undo/redo changes. From left to right, the buttons are as follows:

  • Reset All: Resets all elements to the default values.
  • Reset Selected: Resets the selected element to its default values.
  • Revert All: Reverts all elements to the last saved state.
  • Revert Selected: Reverts the selected element to the last saved state.
  • Undo: Undoes the last modified value. The tooltip indicates what it will change.
  • Redo: Redoes the previously undone item. The tooltip indicates what it will change.

HUD Editor Preview

HUD Editor

You can access the HUD editor with the default keybind Left Alt, which brings up a singular brown button with a flag, that then opens up this editor with the menu as shown in component #2 below.

The brown button can be dragged with right click across the screen for better accessibility in case it's covering a UI component.

The left image shows areas of interest labeled 1 to 3, where each is explained below.

HUD Editor Components

1

HUD Component 1

UI Frames

These are the frames that can be configured in many ways including position, scale, chosen layout, or anchoring. Details are shown below.

You can select a frame by clicking on them, denoted by its white outline.

2

HUD Component 2

Hud Editor Menu

The menu consists of three different buttons represented in different states. When opening the screen, only the left button is present until interacted with. The buttons from top to bottom are as follows:

  • Open HUD Editor: Opens the HUD Editor for layout configuration. Turns red when the button changes to close the editor.
  • Open Layout Editor: Opens the layout editor without directly opening any file for editing, allowing you to use a fresh slate. The layout editor's session persists while the game is running to allow the ability to close the screen when in danger.
  • Open Menu: Opens the rest of the menu to unlock different options. Turns red when the button changes to close menu. This button can be dragged while holding right click to change the location of the persistent button whenever the base HUD Editor is opened (default Left Alt).

3

HUD Component 3

HUD Frame Configuration Menu

After pressing the HUD Editor button (explained above), this menu appears next to the buttons. This menu allows you to change the position, scale, layout, and anchor location of frames that support these options. The actual configuration values are in orange.

There is also a button right above the menu that allows you to swap the position of the entire menu to the top of the screen, in case you want to align something near the bottom. There are also two more buttons above the layout selector, explained below, from left to right:

  • Toggle Grid: Toggles the visibility of the grid layout markers. The grid is 8x8 pixels while the thicker grid is 32x32 pixels.
  • Reset Layout: Resets the currently selected frame's position, scale, and anchors to default values.

When clicking on the Layout selector, a new window pops up allowing you to Select a Layout for the current frame. Next to the selected layout indicator, the buttons, from left to right, are as follows:

  • Open Layout Directory Opens the layout directory on your computer. The directory is at minecraft_root/config/parties/layouts/.
  • Rename Layout: Allows you to rename the currently selected layout, provided that a selected one isn't a default layout.
  • Open Editor: Opens the Layout Editor with the currently selected layout, allowing you to fine tweak things or create a new layout from it.
  • Delete Layout: Deletes the currently selected layout. Note that after the warning screen, there is no going back after deletion

The anchor selector resides right next to the layout selector, and allows you to select a different anchor point to build offsets from. When hovering the selector, nine different anchor points are available to choose from. These are useful for configuration layouts that support different screen sizes.


Compatibility Module Configuration

Parties is a mod that integrates with other mods at its core, so these integrations will always be expanded upon. Since you can't guarantee that an integration that works today will work tomorrow, all of these integrations have been made modular. The following integrations are found in minecraft_root/config/parties/modules.properties and are as follows:

Module Id Description
irons_spellbooks.element_castbar Enables the Cast Bar element for Iron's Spells n Spellbooks. It is visible when casting any spell with or without a duration, for all members.
irons_spellbooks.element_manabar_is Enables the Mana Bar element for Iron's Spells n Spellbooks. It syncs and displays your mana and max mana across the party.
irons_spellbooks.hostile_spell_registry Adds a new tag for spells of Iron's Spells n Spellbooks. If the spell is targeted (can lock onto someone), adding this tag allows for filtering team members, preventing friendly fire or wasted targeting.
irons_spellbooks.resolver_summons Adds Iron's Spells n Spellbooks summon entities as an owner resolving type for team member filtering. It allows for friendly-fire protection of your summons.

Mixin Module Configuration

As mentioned above, integrations between mods could be quite fragile. Therefore, almost every coded change can also be configured in this file, found at minecraft_root/config/parties/mixins.properties. Most of these are necessary to achieve full functionality of the mod, where disabling them might break things. However, the option is available as a workaround for compatibility with other mods, as a last resort. The settings are as follows:

Module Id Description Changes if Disabled
accessor.minecraft.chunk_map.entity_tracker Provides EntityMap/seenBy() access for party proximity checks regarding stat tracking. Defaults to marking players as distant, server-side tracking.
mixin.minecraft.living_entity_health_effects Provides LivingEntity access for party health updates. Breaks any health updates and tracking for the Party UI.
mixin.ironsspellbooks.entity.spell_ownership Keeps track of spell ownership for the given spell entity to figure out alliance mechanics. Spells with no traceable owner will affect allies.
mixin.ironsspellbooks.entity.allied_mechanics Intercepts targeted spells utilizing a hostile spell filter, passing it through an Alliance check. Targeted hostile spells could still be cast on allies.
mixin.minecraft.online_state Provides Online tracking hooks for the Party UI Breaks online-tracking UI updates for the Party UI.
mixin.minecraft.client_packet_listener Intercepts incoming packets to synchronize health, attributes, and mob effects. Breaks synchronization of health, stats, and mob effects in the Party UI.
mixin.minecraft.entity.allied_mechanics Intercepts alliance (isAlliedTo) mechanics for anything using the Team Alliance API. Uses standard team alliance checks, unless modified externally.
mixin.minecraft.render_type Overrides armor and entity render materials to enforce translucency. Causes ghost party members to render fully opaque instead of with the intended translucency.
mixin.minecraft.attribute_map Provides AttributeMap access for party attribute syncing. Breaks any attribute-related UI update for the Party UI.
accessor.minecraft.item_entity.age Allows access to ItemEntity's age value for loot despawn overrides. Only overrides ItemEntity age when set to infinite.
mixin.minecraft.player.player_color Tracks player ownership colors for UI, names, and loot via LocatorBar-style assignment. Everyone's color is white.
mixin.minecraft.food_data Provides FoodData access for party saturation/hunger updates. Breaks any food-related UI updates for the Party UI.
mixin.minecraft.chat_screen Adds tooltip integration on the Party UI while the chat screen is open Tooltips no longer render in the Chat Screen for the party ui.
mixin.minecraft.living_entity.text_render Disables extra text rendering on entities when rendering the player in the Party UI. Allows flat text to render on the player in the party UI, which is only visible at certain angles.
mixin.minecraft.synched_entity_data Enables client-side synchronization for health and absorption across party members nearby. Forces separate, server-sided information packets
mixin.minecraft.living_entity.renderer Intercepts character rendering and geometry for the Party UI and transparent models. Breaks 3D character rendering and ghost overlays in the Party UI.
mixin.minecraft.local_player.xp Intercepts local player experience updates to sync with the party data handler. Prevents the local player's XP bar from syncing and updating within the Party UI.
mixin.minecraft.social.player_entry Injects a custom party invite button into the vanilla Social Interactions screen. Removes the ability to invite players to a party directly from the social menu.
mixin.minecraft.player.sync Links player instances to food/attribute data and sends out experience and absorption updates for server-sided party syncing. Stops the server from tracking and broadcasting experience, food, and absorption changes to the party.
mixin.minecraft.living_entity.effects_check Negative mob effect checks for living entity application of allied team members. Also includes Iron's Spell Projectile support. Ignores allied members for negative effect applications.
mixin.minecraft.level.tick_entity_tracker Tracks the currently ticking Entity on the level. Used to determine MobEffect application sources. Mob effects will usually not be traceable to the source entity automatically, preventing friendly-fire protection for mob effects.