[debug] [debug.overlay] #Position of debug overlay #Allowed Values: TOP_LEFT, TOP_CENTER, TOP_RIGHT, CENTER_LEFT, CENTER, CENTER_RIGHT, BOTTOM_LEFT, BOTTOM_CENTER, BOTTOM_RIGHT anchor = "TOP_RIGHT" #Overlay text size, where 1 is standard-sized text #Range: 0.01 ~ 1.7976931348623157E308 textScale = 0.75 [hearts] [hearts.health] [hearts.health.icons] #Heart style #REPLACE_ALL: All rows replaced with Scaling Health style hearts #REPLACE_AFTER_FIRST_ROW: Leave the first row vanilla style, Scaling Health style for additional rows #VANILLA: Do not change heart rendering (use this if you want another mod to handle heart rendering) #Allowed Values: REPLACE_ALL, REPLACE_AFTER_FIRST_ROW, VANILLA style = "REPLACE_ALL" #The color of each row of hearts. If the player has more rows than colors, it starts over from the beginning. colors = ["#BF0000", "#E66000", "#E69900", "#E6D300", "#99E600", "#4CE600", "#00E699", "#00E6E6", "#0099E6", "#0000E6", "#9900E6", "#D580FF", "#8C8C8C", "#E6E6E6"] #The player's highest heart will get an outline around it. lastHeartOutline = true #The color of the last heart outline, if enabled (see lastHeartOutline) lastHeartOutlineColor = 16777215 #If true, heart colors will 'loop around' to the first color after going through the #entire list. Set false to have every row after the last have the same color. colorLooping = true [hearts.health.tanks] #Enable heart tanks, the small icons above your hearts which indicate the number of filled health rows enabled = true [hearts.health.text] #Style of health text #Allowed Values: DISABLED, ROWS, HEALTH_AND_MAX, HEALTH_ONLY style = "ROWS" #Health text scale, relative to its normal size (which varies by style) #Range: 0.01 ~ 1.7976931348623157E308 scale = 1.0 #Fine-tune text position #Range: > -2147483648 offsetX = 0 #Fine-tune text position #Range: > -2147483648 offsetY = 0 [hearts.health.text.color] #Health text color style. #TRANSITION: Gradually goes from full color to empty color as health is lost #PSYCHEDELIC: Taste the rainbow! #SOLID: Just stays at full color regardless of health #Allowed Values: TRANSITION, SOLID, PSYCHEDELIC style = "TRANSITION" #Color when health is full or style is SOLID full = 5046092 #Color when health is empty and style is TRANSITION empty = 16731212 [hearts.absorption] [hearts.absorption.icons] #Style of absorption icons #Allowed Values: SHIELD, GOLD_OUTLINE, VANILLA style = "SHIELD" #The color of each row of absorption hearts. If the player has more rows than colors, it starts over from the beginning. colors = ["#BF0000", "#E66000", "#E69900", "#E6D300", "#99E600", "#4CE600", "#00E699", "#00E6E6", "#0099E6", "#0000E6", "#9900E6", "#D580FF", "#8C8C8C", "#E6E6E6"] [hearts.absorption.text] #Style for absorption text. Because there is no 'max' value, the options are more limited. #Allowed Values: DISABLED, ROWS, HEALTH_ONLY style = "DISABLED" #Fine-tune text position #Range: > -2147483648 offsetX = 0 #Fine-tune text position #Range: > -2147483648 offsetY = 0 #The color of the absorption text color = 16777215 [difficulty] #Display a warning to players trying to sleep, to remind them their difficulty may change. Sleeping is still allowed. warnWhenSleeping = false [difficulty.meter] #When to show the difficulty meter. #Allowed Values: ALWAYS, SOMETIMES, NEVER show = "SOMETIMES" #Show the difficulty meter for this many seconds (only on SOMETIMES mode) #Range: 0.0 ~ 1.7976931348623157E308 showDuration = 8.0 [difficulty.meter.position] #Position of the difficulty meter. #Allowed Values: TOP_LEFT, TOP_CENTER, TOP_RIGHT, CENTER_LEFT, CENTER, CENTER_RIGHT, BOTTOM_LEFT, BOTTOM_CENTER, BOTTOM_RIGHT anchor = "BOTTOM_LEFT" #Fine-tune the difficulty meter's position #Range: > -2147483648 offsetX = 5 #Fine-tune the difficulty meter's position #Range: > -2147483648 offsetY = -30 [difficulty.meter.text] #Scale of text on the difficulty meter #Range: 0.0 ~ 1.7976931348623157E308 scale = 0.6 [blights] #whether the purple flame should render on blights or not. #This does not change whether the mob is a blight, only hides the effect. render = false