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Configuration
Parties has a ton of customization options, ranging from an extensive layout editor to complete control on what features you would like enabled.
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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 The left image shows the Layout Editor, with areas of interest numbered from 1 through 9. They are explained below. |
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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:
The menu can also be clicked on to minimize the buttons and reduce footprint, as shown below:
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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. |
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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:
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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:
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
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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:
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You can access the HUD editor with the default keybind 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. |
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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. |
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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:
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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:
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:
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. |
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. |
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. |