["General Settings"] #How close (in blocks) entities should be before TES starts tracking them #Range: 8.0 ~ 512.0 entityTrackingDistance = 64.0 #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 #Range: > 20 cacheCleanFrequency = 400 ["HUD Settings"] #Whether the TES HUD should be enabled or not hudEnabled = false #What position the TES HUD should render in #Allowed Values: TOP_LEFT, CENTER_TOP, TOP_RIGHT, CENTER_RIGHT, BOTTOM_RIGHT, BOTTOM_LEFT, CENTER_LEFT hudRenderPosition = "TOP_LEFT" #Manually adjust the left-offset rendering position of the TES HUD #Range: -100000 ~ 100000 hudPositionLeftAdjust = 0 #Manually adjust the top-offset rendering position of the TES HUD #Range: -100000 ~ 100000 hudPositionTopAdjust = 0 #How close (in blocks) the player has to be to render a HUD for an entity under the crosshairs #Larger values may cost more performance #Range: 4.0 ~ 256.0 hudTargetDistance = 64.0 #How long (in ticks) after looking away from an entity before its HUD should stop rendering #Range: > 0 hudTargetGracePeriod = 10 #Whether the TES HUD should render the entity's image hudEntityRender = false #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 #Allowed Values: NUMERIC, BAR, COMBINED healthRenderType = "COMBINED" #What style TES font should render in for entity health in the HUD (if applicable) #Allowed Values: NORMAL, DROP_SHADOW, GLOWING, OUTLINED hudHealthFontStyle = "NORMAL" #Set whether the TES HUD health bar should render bar-segments hudHealthBarSegments = false #Set how long the TES HUD health bar should be #Range: > 10 hudHealthBarLength = 100 #Set whether the TES HUD's entity icon should keep the red 'tint' entities get when the real entity takes damage or not hudEntityDamageTint = false #Whether the TES HUD should render the entity's name hudEntityName = false #What style TES font should render in for entity names in the HUD #Allowed Values: NORMAL, DROP_SHADOW, GLOWING, OUTLINED hudEntityNameFontStyle = "NORMAL" #Whether the TES HUD should render if the entity is a boss (they usually have their own boss bars) hudBossesEnabled = false #Whether the TES HUD should render the entity's armour and toughness hudArmour = false #What style TES font should render in for entity armour values in the HUD #Allowed Values: NORMAL, DROP_SHADOW, GLOWING, OUTLINED hudArmourFontStyle = "DROP_SHADOW" #Whether the TES HUD should render the entity's alignment icons hudEntityIcons = false #Whether the TES HUD should render the entity's effect icons hudPotionIcons = false #Set how opaque the TES HUD should be, overall. The lower the value, the more transparent the HUD will be #Range: 0.0 ~ 1.0 hudOpacity = 1.0 #Set how opaque the background behind the text on TES bars, if a render type is set that renders text #Range: 0.0 ~ 1.0 hudBarFontBackingOpacity = 0.5 ["In-World Bars Settings"] #Whether TES should do in-world entity status bars inWorldBarsEnabled = true #Whether the TES in-world HUD should be enabled for the player or not inWorldHudForSelf = false #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 #Allowed Values: ALWAYS, NEARBY_ONLY, DAMAGED_ONLY, DAMAGED_AND_NEARBY, LOOKING_AT, LOOKING_AT_AND_DAMAGED, LOOKING_AT_NEARBY_AND_DAMAGED, NOT_LOOKING_AT, NOT_LOOKING_AT_AND_DAMAGED, NOT_LOOKING_AT_NEARBY_AND_DAMAGED inWorldHudActivation = "DAMAGED_AND_NEARBY" #Select the bar render type for the in-game TES entity status HUD #Options: #NUMERIC - Use numeric values only #BAR - Use a health-bar style render #COMBINED - Use a health-bar style render with numeric values overlaid #Allowed Values: NUMERIC, BAR, COMBINED inWorldBarsRenderType = "BAR" #What style TES font should render in for entity health in the in-world HUD (if applicable) #Allowed Values: NORMAL, DROP_SHADOW, GLOWING, OUTLINED inWorldHudHealthFontStyle = "NORMAL" #How opaque the TES in-world entity HUD should be. #Range: 0.0 ~ 1.0 inWorldHudOpacity = 1.0 #Set how long the TES in-world entity status bars should be #Range: > 10 inWorldBarsLength = 50 #Whether the in-world entity status bars should be segmented inWorldBarsSegments = true #Whether the in-world entity status HUD should render the entity's name inWorldHudEntityName = false #What style TES font should render in for entity names in the in-world HUD #Allowed Values: NORMAL, DROP_SHADOW, GLOWING, OUTLINED inWorldHudEntityNameFontStyle = "DROP_SHADOW" #Whether the in-world entity status HUD should render the entity's armour values inWorldHudArmour = false #What style TES font should render in for entity armour values in the in-world HUD #Allowed Values: NORMAL, DROP_SHADOW, GLOWING, OUTLINED inWorldHudArmourFontStyle = "DROP_SHADOW" #Whether the in-world entity status HUD should render the entity's alignment icons inWorldHudEntityIcons = false #Whether the in-world entity status HUD should render the entity's effects icons inWorldHudPotionIcons = false #Whether the in-world TES entity status HUD should override vanilla name rendering inWorldHudNameOverride = true #Set a manual vertical offset for the TES in-world HUD (in blocks) in the event of other mods doing overhead rendering #Range: 1.401298464324817E-45 ~ 3.4028234663852886E38 inWorldHudManualVerticalOffset = 1.401298464324817E-45 ["Particle Settings"] #Whether TES should do particles for various status changes such as damage dealt or health healed tesParticlesEnabled = false #What style TES particles' font should render in #Allowed Values: NORMAL, DROP_SHADOW, GLOWING, OUTLINED particleFontStyle = "OUTLINED" #How long (in ticks) TES particles should display for #Range: 5 ~ 200 defaultParticleLifespan = 60 #How many decimals the numeric TES Particles should round to #Or set to 0 to only use whole-numbers #Range: 0 ~ 8 particleDecimalPoints = 1 #Scale modifier for TES-Particles. The higher the value, the larger the particles #Range: 0.0 ~ 10.0 particleScale = 1.0 #Whether TES should do verbal health-status particles (E.G. INSTAKILL) in certain situations verbalHealthParticles = true #What colour the damage-type particles should be. Value can be a packed int, byte, or hex value. Format is ARGB #Range: > -2147483648 damageParticleColour = -65536 #What colour the healing-type particles should be. Value can be a packed int, byte, or hex value. Format is ARGB #Range: > -2147483648 healParticleColour = -16711936 #Whether TES should change the colour of damage particles to the colour of the team that dealt the damage (if applicable) teamBasedDamageParticleColours = false