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Configuration
🌎 Choose language: EN — English · RU — Русский
Everything the plugin itself is set by. HUD content is not here — that lives in the folders described on How a HUD is built.
/hudengine reload picks up every option on this page.
| Key | Default | What it does |
|---|---|---|
enabled |
true |
false stops the engine before it compiles anything, without removing the jar |
language |
en |
language of console and command messages. en or ru
|
starter-hud |
true |
writes the example HUD on first start. Once huds/ holds anything, this never fires again |
metrics |
true |
anonymous usage statistics through bStats. See below |
| Key | Default | What it does |
|---|---|---|
default |
[] |
which HUDs a player sees on join. Empty means all of them |
tick-period |
2 |
ticks between updates. A tick is 50 ms, so 2 is ten updates a second |
disable-for-bedrock |
true |
skip Geyser clients, which cannot load Java resource packs |
Nothing is sent when nothing changed, so raising tick-period saves little on a mostly static HUD
and mainly makes moving elements less smooth. A compass is smoothest at 1, which can get expensive
past a hundred players. See Performance.
| Key | Default | What it does |
|---|---|---|
namespace |
hudengine |
namespace for generated fonts and textures. Change only on a collision |
description |
HUDEngine resource pack |
what players see in the pack list |
min-format / max-format
|
46 / 99
|
the resource pack format range the archive declares. 46 is 1.21.4 |
boss-bar-color |
yellow |
which colour the HUD rides on. See Boss bars |
boss-bar-line |
1 |
which boss bar line the HUD is built for. See Boss bars |
extra-chars |
"" |
characters added to every font beyond the scripts it declares, for symbols outside any alphabet: "⚔✦❤"
|
output |
"" |
where to write the pack. Empty means build/HUDEngine.zip. Point it at a web server's directory to serve from there |
write-tree |
false |
also write the pack unpacked, for inspection |
write-manifest |
true |
write build/manifest.json describing what compiled. This is where you find element keys for the API
|
Leave the format range alone unless you have a reason to narrow it. One archive serves every version in it — the oldest format's shader sits at the pack root and newer ones are overlays the client picks between by itself.
All false by default:
hide-vanilla-hud:
health: false
food: false
armor: false
air: false
experience-bar: false
hotbar: false
crosshair: false
effects: false
jump-bar: false
level-text: falseAn unknown name is reported rather than ignored, so hearts: true tells you it should have been
health. See Resource pack.
Covered in full on Resource pack. In short: delivery is none, url or host;
extra-packs lists packs of your own to send alongside; position decides which end of the stack
ours lands on, and it is the setting to change when another pack overrides our shader or restores the
boss bar sprites.
| Key | Default | What it does |
|---|---|---|
enabled |
true |
download player skins for head elements. Off means every head shows the built-in face |
timeout-seconds |
5 |
how long to wait for the skin service |
| Key | Default | What it does |
|---|---|---|
height-aware |
false |
fold height into the distance a point reports. Without it, a point a hundred blocks overhead reads as zero away |
flat-radius |
true |
measure a point's radius on X and Z only, rather than in three dimensions |
metrics: true sends anonymous statistics to bStats:
server count, Minecraft and Java versions, whether PlaceholderAPI is present, which delivery mode is
in use, the interface language, and how many HUDs the configuration compiled. Nothing identifies a
server or a player.
Two ways to turn it off: metrics: false here, or plugins/bStats/config.yml which covers every
plugin on the server at once.
plugins/HUDEngine/
config.yml
messages/ console and command text, one file per language
huds/ which layouts make up a HUD
layouts/ what is in each layout
images/ texts/ heads/ compasses/ element definitions
points/ fixed compass points
assets/ your PNG files
fonts/ your TTF files
vanilla/ optional: override the bundled vanilla glyph data
build/ compiler output. Safe to delete, safe to leave out of git
build/ is regenerated on every reload. Nothing you write should live there.