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User Configuration

Tslat edited this page Jul 2, 2023 · 14 revisions

TES aims to be as configurable as possible.

It provides a standard Forge config for the Forge version, and uses MidnightLib on Fabric.

All configuration options are the same across all platforms.

Config options

Config Key Default Value Description Min Value Max Value
General Settings
entityTrackingDistance 64 How close (in blocks) entities should be before TES starts tracking them 8 512
cacheCleanFrequency 400 How frequently TES should clear out its tracking cache. Generally this should stay at default, but if you are noticing issues you can try adjusting it 20 ~
HUD Settings
hudEnabled true Whether the TES HUD should be enabled or not
hudTargetDistance 64 How close (in blocks) the player has to be to render a HUD for an entity under the crosshairs 4 256
hudTargetGracePeriod 10 How long (in ticks) after looking away from an entity before its HUD should stop rendering 0 ~
hudEntityRender true Whether the TES HUD should render the entity's image
healthRenderType COMBINED Select the health render type for the TES HUD
Options:
NUMERIC - Use numeric values for health only
BAR - Use a health-bar style render
COMBINED - Use a health-bar style render with numeric values overlaid
hudHealthBarSegments true Set whether the TES HUD health bar should render bar-segments
hudHealthBarLength 100 Set how long the TES HUD health bar should be 10 ~
hudEntityDamageTint false Set whether the TES HUD's entity icon should keep the red 'tint' entities get when the real entity takes damage or not
hudEntityName true Whether the TES HUD should render the entity's name
hudArmour true Whether the TES HUD should render the entity's armour and toughness
hudEntityIcons true Whether the TES HUD should render the entity's alignment icons
hudPotionIcons true Whether the TES HUD should render the entity's effect icons
hudOpacity 1 Set how opaque the TES HUD should be, overall. The lower the value, the more transparent the HUD will be 0 1
hudBarFontBackingOpacity 0.5 Set how opaque the background behind the text on TES bars, if a render type is set that renders text 0 1
In-World HUD Settings
inWorldBarsEnabled true Whether TES should do in-world entity status bars
inWorldHudActivation DAMAGED_AND_NEARBY When the TES in-world status bars should render
Options:
ALWAYS - Any entity currently visible
NEARBY_ONLY - Only entities nearby
DAMAGED_ONLY - Only entities that have less than full health
DAMAGED_AND_NEARBY - Only entities that are nearby and have less than full health
LOOKING_AT - Only the currently targeted entity
LOOKING_AT_AND_DAMAGED - Only the currently targeted entity, if it has less than full health
LOOKING_AT_NEARBY_AND_DAMAGED - Only the currently targeted entity if it is nearby and has less than full health
NOT_LOOKING_AT - Only when the entity isn't the one being rendered for the on-screen HUD
NOT_LOOKING_AT_AND_DAMAGED - Only if not the currently targeted entity, if it has less than full health
NOT_LOOKING_AT_NEARBY_AND_DAMAGED - Only if not the currently targeted entity, it is nearby and has less than full health
inWorldBarsRenderType BAR Select the health render type for the TES HUD
Options:
NUMERIC - Use numeric values for health only
BAR - Use a health-bar style render
COMBINED - Use a health-bar style render with numeric values overlaid
inWorldHudOpacity 1 How opaque the TES in-world entity HUD should be 0 1
inWorldBarsLength 50 Set how long the TES in-world entity status bars should be 10 ~
inWorldBarsSegments true Whether the in-world entity status bars should be segmented
inWorldHudEntityName false Whether the in-world entity status HUD should render the entity's name
inWorldHudArmour false Whether the in-world entity status HUD should render the entity's armour values
inWorldHudEntityIcons false Whether the in-world entity status HUD should render the entity's alignment icons
inWorldHudPotionIcons false Whether the in-world entity status HUD should render the entity's effects icons
inWorldHudNameOverride true Whether the in-world TES entity status HUD should override vanilla name rendering
inWorldHudManualVerticalOffset 0 Set a manual vertical offset for the TES in-world HUD (in blocks) in the event of other mods doing overhead rendering
TES Particle Settings
tesParticlesEnabled true Whether TES should do particles for various status changes such as damage dealt or health healed
particleDecimalPoints 1 How many decimals the numeric TES Particles should round to, or set to 0 to only use whole-numbers 0 8
particleScale 1 Scale modifier for TES-Particles. The higher the value, the larger the particles 0 1
verbalHealthParticles true Whether TES should do verbal health-status particles (E.G. INSTAKILL) in certain situations
damageParticleColour 0xFFFF0000 What colour the damage-type particles should be. Value can be a packed int, byte, or hex value. Format is ARGB
healParticleColour 0xFF00FF00 What colour the healing-type particles should be. Value can be a packed int, byte, or hex value. Format is ARGB
teamBasedDamageParticleColours false Whether TES should change the colour of damage particles to the colour of the team that dealt the damage (if applicable)
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