Crosshair default off¶
Your own crosshair: a shape Xol draws, or the game's (or your resource pack's) crosshair tinted, scaled and moved.
- Identifier
crosshair- Tab
- COMBAT
- Default
- Off
- HUD element
- No. It is drawn at the screen center, where the game draws its own.
- Sends anything
- No
What it shows¶
Mode picks one of two crosshairs:
- Shape: a crosshair Xol draws: cross, dot, cross with a dot, square, circle, arrow (a chevron under the center), T (a cross without the top arm) or a diagonal cross, with its own size, gap, thickness, center dot and a dark outline for bright backgrounds.
- Game texture: keeps the crosshair the game or your resource pack has, and only tints, scales and moves it.
Vanilla blending, on by default, draws the crosshair the way the game does: it turns dark over bright ground and light over dark, so a color never reads exactly as itself. Turn it off to see the color exactly as picked.
Entity colors¶
With Entity colors on, the crosshair takes a second color while the entity the game has already picked for this frame is close enough to hit: the enemy color over a player who is not on your team or a hostile mob, the friendly color over a teammate, an animal or a villager. It uses the same pick that decides whether your next left click hits that entity. It never looks further than the game does and never reacts to an entity the game did not pick or that you cannot see.
Settings¶
| Setting | Identifier | Type | Options or range | Default | Description |
|---|---|---|---|---|---|
| Mode | mode |
Choice | Shape · Game texture | Shape | Shape draws a crosshair of Xol's own. Game texture keeps the one the game (or your resource pack) has and only tints, scales and moves it. |
| Shape | shape |
Choice | Cross · Dot · Cross + dot · Square · Circle · Arrow · T · Diagonal cross | Cross | The shape. Shape mode only. |
| Size | size |
Decimal | 1 to 12 px | 4 px | Arm length; half the square's side; the circle's radius. In GUI pixels. |
| Gap | gap |
Decimal | 0 to 8 px | 2 px | Empty space between the center and the arms. |
| Thickness | thickness |
Decimal | 0.5 to 4 px | 1 px | Stroke thickness. Half pixels are real pixels at GUI scale 2 and up. |
| Centre dot | dot |
On or off | Off | A dot in the middle of the shape. | |
| Dot size | dot-size |
Decimal | 0.5 to 4 px | 1 px | Side of the center dot (also the size of the Dot shape). |
| Outline | outline |
On or off | Off | A dark rim around the shape and the dot, for bright backgrounds. | |
| Outline thickness | outline-thickness |
Decimal | 0.5 to 3 px | 1 px | How far the rim extends on every side. |
| Scale | scale |
Decimal | 0.5 to 4x | 1x | Size of the whole crosshair; 1 is the size the game draws it. |
| Offset X | offset-x |
Whole number | -20 to 20 px | 0 | Move the crosshair sideways from the screen center. |
| Offset Y | offset-y |
Whole number | -20 to 20 px | 0 | Move the crosshair up or down from the screen center. |
| Color | color |
Color | FFFFFFFF |
Crosshair color; in Game texture mode the texture is tinted with it. | |
| Dot color | dot-color |
Color | FFFFFFFF |
Color of the center dot. Shape mode only. | |
| Outline color | outline-color |
Color | C0000000 |
Color of the rim. | |
| Vanilla blending | vanilla-blend |
On or off | On | Draw with the game's inverting blend. Off draws the color exactly as picked. | |
| Entity colors | reach |
On or off | Off | A second color while the entity the game has already picked for this frame is close enough to hit. | |
| Enemy color | reach-color |
Color | FFFF5555 |
Color over a player who is not on your team, or a hostile mob. | |
| Friendly color | friendly-color |
Color | FF55FF55 |
Color over a teammate, an animal or a villager. | |
| Players | reach-players |
On or off | On | Color the crosshair over players. | |
| Hostile mobs | reach-hostile |
On or off | On | Color the crosshair over monsters. | |
| Passive mobs | reach-passive |
On or off | On | Color the crosshair over animals, villagers and golems. | |
| Other entities | reach-other |
On or off | Off | Color the crosshair over armor stands, boats, minecarts, item frames and the like (enemy color). | |
| Show in third person | show-in-third-person |
On or off | On | Keep the crosshair in the F5 views wherever the game draws one there. Off hides it in those views. | |
| With F3 open | debug |
Choice | Like the game · Show · Hide | Like the game | Like the game: hidden where this version hides it (1.8.9 without reduced debug info). Show and Hide override that. |
| Always show in spectator | show-in-spectator |
On or off | Off | 1.8.9: the game only shows a spectator the crosshair over an entity or a container. On shows it always. | |
| Hide while a screen is open | hide-in-gui |
On or off | Off | Hide the crosshair behind the inventory, chat and every other screen. |
Rows that do not apply to the chosen mode or shape are hidden in the menu.
Multiplayer¶
The client's note says, in short: display only. The crosshair is drawn at the same screen center, either as Xol's shape or as the game's own texture in your color. The entity colors come from the pick the game already made for this frame, never look further than the game does, and never show an entity the game did not pick or that you cannot see. Aim, reach and hit detection are untouched and nothing is sent.
See Multiplayer and fair play for how every module is reviewed.