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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.