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Configuration
Divesh Gupta edited this page Jul 31, 2026
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1 revision
config/culltag.properties is written on first start and rewritten every time it is read, so
a key you delete comes back with its default and an unparseable value is replaced with one.
Edits take effect on /culltag reload or a restart.
| Key | Default | Range | What it does |
|---|---|---|---|
enabled |
true |
Master switch. Turning it off restores every nametag immediately rather than just stopping the sweep. | |
max_distance |
32 |
1 to 64 | How far apart two things can be and still be checked. Beyond this they are left exactly as vanilla draws them. |
check_interval_ticks |
10 |
1 to 40 | Server ticks between sweeps. 10 is about twice a second; 4 is about five times a second. |
cull_entity_nametags |
true |
Also cull named mobs and armour stands, not just players. |
Notes on each:
-
max_distanceis the main performance dial, because it decides how many things get a ray. It is capped at 64 because vanilla stops drawing nametags at 64 blocks, so checking further can never change what anybody sees. -
check_interval_ticksis a latency dial, not an accuracy one. At 10 a player stepping out of cover can keep a hidden nametag for up to half a second. Lower it if that half second matters in PvP; the cost scales linearly. -
cull_entity_nametagscovers named mobs and named armour stands, which vanilla draws through walls exactly as it draws a player's. Invisible entities are always skipped, whatever this is set to, so armour stands used as holograms stay readable through terrain. Turn it off if you have a large number of named visible mobs in one place and want the sweep cheaper.
Which blocks hide a nametag is not in this file. It is the #culltag:transparent block
tag, which ships covering glass and stained glass, every glass pane, iron bars, chains,
ladders and scaffolding. Anything in that tag is seen straight through; anything else with a
collision shape blocks. Override it with a datapack the same way you would any vanilla tag:
// data/yourpack/tags/block/... is not it; override CullTag's own tag instead:
// data/culltag/tags/block/transparent.json
{ "replace": false, "values": ["minecraft:oak_leaves"] }enabled is also written back to the file by /culltag enable and /culltag disable, so a
toggle made in game survives a restart.