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Configuration

Nacvark edited this page Jul 29, 2026 · 3 revisions

🌎 Choose language: EN — English · RU — Русский

config.yml

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.

General

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

huds

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.

pack

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.

hide-vanilla-hud

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: false

An unknown name is reported rather than ignored, so hearts: true tells you it should have been health. See Resource pack.

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.

skins

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

compass

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

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.

Where files live

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.

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