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HUD editor

The HUD editor is your live HUD with every enabled element outlined and named. Drag an element to move it, scroll over it or drag its corner to resize it. Positions are stored relative to an anchor, so they hold when the window size or the GUI scale changes.

Opening it

The editor is always there behind the Right Shift menu: while the menu is open, any press that is not on the menu goes to your HUD. To arrange the whole screen, click the eye in the bottom left corner to put the menu away, or bind a key to Open the HUD editor in Options ▸ Controls ▸ Xol, which opens the editor with the menu already put away.

In a world, the game stays visible behind a light tint. Outside a world, and for elements that have nothing to show at the moment, sample values are drawn so every element can be placed. Conditions such as Show or Hide while typing in chat are ignored in the editor for the same reason.

If no HUD element is switched on, the editor says: "No HUD modules are enabled. Turn some on in the Mods menu."

Moving

Press on an element and drag. The element follows the pointer from the spot you took hold of, and it cannot leave the screen. While you drag, it snaps; see Snap guides. Releasing the mouse re-anchors it; see Anchors.

Clicking an element selects it. The selected element has an outline in the menu's theme color and a label above it with its name and size, for example "Key Strokes 100%". Every other element carries its name next to its box. Where elements overlap, the smallest box under the pointer is the one you get, so a large element such as the chat window never swallows a small one on top of it. Clicking empty space clears the selection.

Resizing

How Step
Mouse wheel over an element, or anywhere while one is selected 5% per notch
Drag the small square handle at the element's bottom right corner Smooth. The opposite corner stays where it is, and the size settles on 100% when you come within 3% of it.

The range is 50% to 300%. An element never grows past the edge of the screen while you drag its corner.

Snap guides

While you drag, the element's near edge, center or far edge snaps to the closest line within 4 pixels, separately for the horizontal and the vertical direction. A guide line in the menu's theme color is drawn along the line it snapped to.

Snap lines
The screen edges 0 on every side
The default inset 4 pixels in from each edge
The screen center One vertical and one horizontal line
Every other enabled element Its left edge, center and right edge; its top, middle and bottom

Distances are in GUI pixels, the unit Minecraft's interface uses at the current GUI scale. Snapping can be turned off with HUD snapping in General, or with the grid button in the bottom left corner of the menu. Off, an element goes exactly where you drop it.

Anchors

A position is stored as one of nine anchors plus an offset pointing inward from it.

Left Center Right
Top top left top center top right
Middle middle left middle center middle right
Bottom bottom left bottom center bottom right

When you drop an element, the editor keeps it exactly where it is on screen but re-expresses that position from the nearest anchor: the screen is divided into thirds each way, and the third that contains the element's center decides. An element dropped near the bottom right corner therefore keeps its distance from the bottom and right edges when the window is resized or the GUI scale changes, rather than its distance from the top left.

On every frame the position is clamped so the element stays on screen, even if the window has become smaller than the saved offset allows.

Keys

Key Action
Left Right Up Down Nudge the selected element by one pixel. It is re-anchored after each step.
Del Put the selected element back at its default position and 100% size
R The same, while the menu is put away. With the menu open, letters go to its search box.
Tab While the menu is put away: move the editor's bar between the upper and the lower part of the screen, so it never covers an element you need to reach
Esc With the menu put away, bring it back. If you opened the editor with its own key, close it.

The editor's bar

While the menu is put away, a small bar sits in the upper third of the screen.

Control Action
< layout name > Switch to the previous or next layout. Disabled when there is only one.
Reset Put the selected element back. Disabled with no selection.
Reset all Put every HUD element of the active layout back
Mods Save and bring the menu back
Done Close the editor

Under the buttons: "Drag: move Scroll or corner: scale" and "R: reset Arrows: nudge Tab: move this bar". A press on the bar never starts a drag of an element underneath it. On a narrow screen the layout switcher moves onto a row of its own.

Default positions

Element Anchor Offset (x, y)
FPS Top left 4, 4
Ping Top left 4, 20
Coordinates Top left 4, 36
CPS Top left 4, 52
SPS Top left 4, 68
Clock Top left 4, 84
Date Top left 4, 100
Combo Counter Top left 4, 104
Memory usage Top left 4, 116
Reach Display Top left 4, 122
Sprint Reset Counter Top left 4, 140
Potion Counter Top left 4, 158
Boss Bar Top center 0, 2
Cooldowns Top center 0, 5
Direction HUD Top center 0, 24
Playtime Top right 4, 4
Pack display Top right 4, 20
Server address Top right 4, 36
Potion Effects Middle left 2, 0
Titles Middle center 0, -6
Armor Status Middle right 2, 0
Scoreboard Middle right 1, -27.5
ToggleSprint Bottom left 4, 4
Chat Bottom left Where the game draws its chat
Saturation Bottom center 76, 40
Key Strokes Bottom right 4, 4

Some default positions overlap when several of these elements are on at once; move them where you want them. Modules without a HUD element, such as Zoom or Crosshair, do not appear in the editor.

What is saved

Positions and sizes belong to the active layout and are saved when the menu closes. See Layouts, export and import.