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Configuring TslatEntityStatus Floating Entity Status Bars

guide

TslatEntityStatus (TES) draws floating status displays for entities, both as an on-screen HUD and as in-world bars above creatures. All of its settings are adjusted through the mod's interface rather than through crafting, and this guide covers the options that control when those displays appear, how far away they reach, and what information they show.

Core Tracking Settings

TES only knows about entities within a certain range, so two distance settings form the foundation:

  • Entity Tracking Distance — how near, measured in blocks, an entity must be before TES begins following it.
  • Cache Clean Frequency — how often TES empties its tracking cache. Leaving this at its default is recommended; adjust it only if you run into problems.

The On-Screen HUD

The on-screen HUD shows details about the entity you are focused on. Use HUD Enabled For Self to decide whether it appears for you at all.

Distance and timing controls:

  • HUD Target Distance — how close you must be, in blocks, for a HUD to render for the entity under your crosshairs. Raising this value can hurt performance.
  • HUD Target Grace Period — how many ticks the HUD keeps showing after you look away.

Position and appearance:

  • HUD Render Position — where on the screen the HUD sits.
  • HUD Position Left Offset and HUD Position Top Offset — fine-tune the HUD's horizontal and vertical placement.
  • TES Bar Font Backing Opacity — how opaque the backdrop behind text on TES bars is, when a render type that draws text is chosen.

What the HUD displays:

  • HUD Entity Namespace — shows the entity's mod ID beneath its name.
  • HUD Entity Effects Icons — shows the entity's active effect icons.
  • HUD Entity Damage Tint — keeps or removes the red tint an entity icon gets when the real entity is hurt.
  • HUD Prevent Entity Overflow — trims overflow for entities that do not fit their rendering frame properly.
  • HUD Bosses Enabled — whether the HUD renders for boss-type enemies, which normally have their own boss bar.

Health bar options:

  • HUD Health Render Type — choose Numeric (values only), Bar (a bar), or Hybrid (a bar with values overlaid).
  • HUD Health Bar Length — how long the health bar is.
  • HUD Health Bar Segments — whether the bar is split into segments.
  • HUD Stats Font Style — the font style used for health values, where applicable.

In-World HUD

The in-world HUD places bars and text above entities in the world. Toggle it with In-World HUD Enabled, and use In-World HUD Enabled For Self to control whether it appears for you.

Activation Rules

In-World HUD Activation decides when bars appear. The available modes are:

  • Always — every visible entity.
  • Nearby Only — entities close by.
  • Hurt Only — entities below full health.
  • Hurt & Nearby — close entities below full health.
  • While Targeting — only the entity you are targeting.
  • Targeting & Hurt — the targeted entity, if below full health.
  • Targeting Nearby & Hurt — the targeted entity, if nearby and below full health.
  • Not Targeting — only entities that are not the one shown in the on-screen HUD.
  • Not Targeting & Hurt — entities that are not targeted and are below full health.
  • Not Targeting Nearby & Hurt — entities that are not targeted, are nearby, and are below full health.

In-World HUD Activation Distance sets how close you must be for any "Nearby" mode to apply.

Display Options

  • In-World Bars Length and In-World Bars Segments — the size of the bars and whether they are divided.
  • In-World HUD Bars Render Type — Numeric uses values only.
  • In-World HUD Entity Name — shows the entity's name.
  • In-World HUD Name Override — replaces vanilla name rendering.
  • In-World HUD Entity Namespace — adds the entity's mod ID under its name.
  • In-World HUD Entity Icons — shows alignment icons.
  • In-World HUD Potion Icons — shows effect icons.
  • In-World HUD Armour — shows armour values.
  • In-World HUD Horse Stats — shows stats for horses.
  • In-World Bosses Enabled — whether bosses get in-world bars.
  • In-World HUD Opacity — overall transparency of the in-world HUD.
  • In-World HUD Manual Vertical Offset — shifts the in-world HUD up or down, in blocks, if another mod also renders overhead.
  • In-World HUD Stats Font Style — font style for stat text.

Particles

TES can also emit particles for status changes. Verbal Health Particles enables text particles such as INSTAKILL. Colour options include Damage-Particle Colour, Heal-Particle Colour, and Team Colour Damage Particles, which recolours damage particles to match the attacking team. Particle Decimal Points controls rounding, with 0 giving whole numbers only.

Changing Any Setting

Every option above is adjusted in the mod's interface. Where a feature has an associated hotkey, use the corresponding hotkey and set it in the controls menu.