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Configuring TslatEntityStatus Particles, Colours, and Health Display Options

guide

TslatEntityStatus (TES) offers a set of settings for controlling how damage and healing feedback appears, how numbers are formatted, and how entity health is presented both on screen and in the world. This guide covers the particle, colour, decimal, scale, and verbal health options, along with the related HUD controls that affect them.

Damage and Heal Particles

TES can show particles for status changes such as damage taken or health restored. The particlesEnabled option turns this behaviour on or off entirely.

Two colour settings control the appearance of these particles:

  • damageParticleColour sets the colour used for damage-type particles. The value is given in ARGB format.
  • healParticleColour sets the colour used for healing-type particles, also in ARGB format.

If you want damage particles to reflect team allegiance, enable teamColours (Team Colour Damage Particles). When active, the damage particle takes on the colour of the team responsible for the hit, where that applies.

Decimal Points and Scale

Numeric particles can be rounded to a chosen precision using decimalPoints (Particle Decimal Points). Setting this to 0 restricts the display to whole numbers only.

The size of TES particles is governed by particleScale (Particle Scale). Raising the value makes particles bigger; lowering it makes them smaller.

Verbal Health Effects

TES can display verbal health-status particles in certain situations, such as an instant-kill message. This is controlled by verbalHealthParticles (Verbal Health Particles). Turn it on to allow these text-based status indicators to appear.

Team Tinting and Entity Damage Tint

The HUD entity icon can keep the red tint that entities receive when the real entity is damaged. This is handled by entityDamageTint (HUD Entity Damage Tint). Enable it to preserve that tint on the icon, or disable it to remove the effect.

Font Style for Particles

Particle text rendering uses its own style setting. fontStyle (under the particle options) determines how TES particle font is drawn. Available styles include:

  • NORMAL — plain text with no extra styling.
  • DROP_SHADOW — text with a shadow offset to the bottom-right.
  • GLOWING — text with a large, high-contrast outline for emphasis.
  • OUTLINED — text with a thin dark outline for emphasis. This is the default selection.

In-World HUD Health and Bars

The in-world entity status display has its own set of controls. In-World HUD Enabled turns the whole in-world display on or off. In-World HUD Enabled For Self decides whether it also appears for you.

Health bars in the world can be adjusted:

  • barLength (In-World Bars Length) sets how long the bars are.
  • barSegments (In-World Bars Segments) toggles segmentation of the bars.
  • barsRenderType (In-World HUD Bars Render Type) selects the bar style. Numeric uses numbers only.

The in-world display can also show armour, entity names, mod IDs, effect icons, horse stats, and boss information, each with its own toggle. manualVerticalOffset shifts the in-world HUD up or down in blocks, which helps when other mods draw overhead elements. In-World HUD Opacity controls how transparent the display is.

On-Screen HUD Health and Bars

For the on-screen HUD, healthRenderType chooses how health is shown: Numeric for values only, Bar for a bar style, or Hybrid for a bar with numbers overlaid. healthBarLength sets the bar's length, and healthBarSegments toggles segments. barFontBackingOpacity controls how opaque the backing behind bar text is when the chosen render type draws text.

Other HUD options include renderPosition, leftOffset, and topOffset for placement, targetDistance and targetGracePeriod for when a targeted entity's HUD appears and how long it lingers, bossesEnabled for boss-type enemies, and preventEntityOverflow for entities that do not scale to their frame.

Hotkeys

Where a feature is bound to a key, use the corresponding hotkey and set it in the controls menu. No default key is assumed here.