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Enabling TslatEntityStatus HUDs and Configuring the Two Display Modes

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TslatEntityStatus (TES) shows entity information in two separate ways: an on-screen panel tied to whatever you are looking at, and floating status bars drawn above entities in the world. Both are switched on or off independently, and most of their behaviour is controlled through settings rather than any crafting or item use.

Turning On the On-Screen HUD

The on-screen panel is governed by HUD Enabled, which decides whether TES draws this display at all. A related option, HUD Enabled For Self, controls whether the panel can appear for your own player.

Where the panel sits is set by HUD Render Position. You can fine-tune its placement with HUD Position Left Offset and HUD Position Top Offset, which shift the rendering position horizontally and vertically.

How far away a creature can be while still getting a panel under your crosshairs is set by HUD Target Distance. Raising this value can cost performance. HUD Target Grace Period decides how many ticks pass after you stop aiming at something before its panel disappears.

Choosing How Health Appears

HUD Health Render Type selects the style used for health. The available choices are:

  • Numeric — health shown as a number only.
  • Bar — health shown as a bar.
  • Hybrid — a bar with numbers drawn over it.

If a bar style is used, HUD Health Bar Length sets how long it is, and HUD Health Bar Segments toggles whether the bar is split into segments. TES Bar Font Backing Opacity controls how opaque the backdrop behind text on those bars is, when the chosen render type draws text.

Other On-Screen HUD Elements

Several toggles decide what else the panel includes: the entity's image, its name, its mod ID beneath the name, its effect icons, and its armour and toughness values. HUD Entity Damage Tint controls whether the entity icon keeps the red tint applied when the real entity is hurt. HUD Prevent Entity Overflow culls anything that spills outside the rendering frame for entities that do not scale correctly.

HUD Bosses Enabled decides whether the panel appears for boss-type enemies, which normally have their own boss bar already.

Text styling is handled by HUD Stats Font Style and Entity Name Font Style. The available styles are NORMAL (plain text), DROP_SHADOW (text with a shadow offset down and to the right), GLOWING (a heavy high-contrast outline), and OUTLINED (a thin dark outline, the default choice).

Turning On the In-World HUD

The floating bars above entities are controlled by In-World HUD Enabled, with In-World HUD Enabled For Self deciding whether they can appear for you. In-World HUD Stats Enabled governs the stat portion of these bars.

In-World HUD Activation determines when the bars show. The options are: Always, Nearby Only, Hurt Only, Hurt & Nearby, While Targeting, Targeting & Hurt, Targeting Nearby & Hurt, Not Targeting, Not Targeting & Hurt, and Not Targeting Nearby & Hurt. The distance that counts as "nearby" is set by In-World HUD Activation Distance.

In-World Bar Appearance and Extras

In-World HUD Bars Render Type picks between numeric values and a bar, and In-World Bars Length and In-World Bars Segments control the bar's size and whether it is divided. In-World HUD Opacity sets how see-through the whole thing is.

Additional toggles cover the entity's name, its mod ID, its armour values, its effect icons, alignment icons, horse stats, and whether bosses get these bars. In-World HUD Name Override decides whether the in-world display replaces the normal name rendering. In-World HUD Manual Vertical Offset nudges the bars up or down, useful when other overhead rendering gets in the way. Font styling for names, health, and armour is set separately.

Where the Main Settings Live

All of the options above are found together in the mod's settings screen. Alongside them are general entries: Entity Tracking Distance (how close entities must be before tracking begins), Cache Clean Frequency (how often the tracking cache is cleared), and particle options such as Damage-Particle Colour, Heal-Particle Colour, Particle Decimal Points, Team Colour Damage Particles, and Verbal Health Particles.