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User Configuration
Tslat edited this page Jul 2, 2023
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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 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) | ||