Right Shift menu¶
Press Right Shift in a world and Xol's menu opens over the game: the module grid with its tabs and search box, a settings page for every module, and your HUD live behind it so you can arrange it while the menu is open. The client's own hints call it the Mods menu.
Opening it¶
| How | Where it works |
|---|---|
| Right Shift | In a world, with no other screen open. It is a normal Minecraft key binding named Open Xol settings in the Xol category of Options ▸ Controls, and can be rebound there. |
| Open the HUD editor key binding | In the same category, with no key by default. It opens the menu with the panel put away, so only the HUD editor shows. |
| Xol settings on the themed title screen | Outside a world. HUD elements then show sample values. |
| The small Xol button in the top left corner | On the pause menu, and on the title screen while themed menus are off. |
Esc steps back: it first clears the search or closes an open field or color picker, then returns from a settings page to the grid, and then closes the menu.
Layout¶
At the top is the Xol wordmark and three buttons:
| Button | Opens |
|---|---|
| The list icon | HUD layouts. See Layouts, export and import. |
| MODS | The module grid |
| The gear | The client settings, the theme, and every module's settings in one long list. See Client settings. |
Under them is one panel that shows the view you picked. Your HUD stays drawn behind the panel and can be dragged, scaled and nudged at any time; see HUD editor.
Three small buttons sit in the bottom left corner of the screen:
| Button | Action |
|---|---|
| The eye | Hides the panel so the whole HUD can be arranged, and brings it back |
| ? | Shows a short list of keys and mouse actions |
| The grid | Turns HUD snapping on or off. It is the same switch as HUD snapping in General. |
The module grid¶
The grid lists every module as a row with its name, an on or off button and a gear. An enabled row is filled in the theme color and its button shows an X; a disabled row is dark and its button shows a +.
- Left click a row to switch the module on or off.
- Right click a row, or click its gear, to open its settings page.
- Hover over a row to see the module's one-line description.
Above the grid:
| Control | What it does |
|---|---|
| ALL, HUD, COMBAT, SERVER, MISC | Tabs. ALL shows every module; the others show one group. See Modules. |
| The number | How many modules are shown right now |
| The circular arrow | Shows every module again: back to ALL, search cleared |
| The search box | Filters the grid as you type. Placeholder: "Search mods...". It holds up to 32 characters. |
Search¶
The search box has focus when the grid opens, and typing goes into it. Matching ignores upper and lower case, and every word you type must appear somewhere. A module matches on its name, its identifier, its description, a few extra keywords (for example "freelook" finds Perspective) or on any of its settings' labels, identifiers and descriptions. If nothing matches, the grid says so.
Keys in the grid¶
| Key | Action |
|---|---|
| Arrow keys | Move a focus ring over the grid |
| Enter | Switch the focused module on or off. With exactly one module shown, it switches that one. |
| Tab | Open the focused module's settings page |
| Ctrl+V | Paste into the search box |
A module's settings page¶
The page starts with the module's name in capitals, a back arrow, Enabled or Disabled with its switch, and the module's description. Its settings follow, grouped under headings that fold open and closed. At the bottom are a line starting "Multiplayer:" with the module's multiplayer note, and two buttons:
| Button | Effect |
|---|---|
| Reset settings | Returns every setting of the module to its default |
| Reset position | HUD elements only. Returns the element to its default anchor, offset and 100% scale in the active layout. |
Some rows only appear when another setting makes them useful, for example Rotation interval in Pack display only while Pack order is Rotate.
If a server does not allow a feature of the module, the page says so in a highlighted line, for example that Freelook is switched off on that server. If the module switched itself off after an error, the page says that too.
Keys on a page¶
| Key | Action |
|---|---|
| Up Down | Move the focus from row to row |
| Left Right | Change the focused row: switch, step a choice, move a slider, fold or unfold a heading |
| Enter | Use the focused row: switch it, step a choice, start listening for a key, edit text, open the color picker, fold a heading |
Controls by setting type¶
| Type | Control | Notes |
|---|---|---|
| On or off | On or Off between two arrows | Click to flip it. |
| Choice | The current option between two arrows | The arrows step back and forward. |
| Whole number, decimal number | A slider with the value to its left | Click or drag. The value stays in the setting's range, and a decimal snaps to the setting's step. A small circular arrow appears when the value is not the default; click it, or right click the slider, to reset it. Some sliders have named marks under them. |
| Color | A color square with the hex value | Click to open the picker: a saturation and brightness square, a hue bar, a transparency bar, a Hex field, twelve swatches, and on many color settings a Chroma (rainbow) switch that cycles the color through the rainbow. The Hex field takes RRGGBB or AARRGGBB and turns red while the text is not valid. Picking a swatch keeps the current transparency. |
| Key | A button with the key name, or "None" | Click it and it reads "Press a key...". Press a key or a side mouse button. Esc or a right click clears it. |
| Text | A field, "Click to type" while empty | Click to type, Enter to finish, Ctrl+V to paste. |
| Action | A button | Does one thing at once, for example Clear in Chat. |
Colors are stored as eight hex digits, transparency first: FFFFFFFF is opaque white, 80FFFFFF is half-transparent white.
Client settings¶
The gear button shows one list with three parts:
- XOL SETTINGS: General, Performance, Multiplayer, Menu theme, Font and Xol pack. None of them can be switched off.
- THEME MANAGER: the color of this menu.
- Every module in grid order, each under a heading you can unfold, with an Enabled row, its settings and its two reset buttons.
General settings¶
| Setting | Identifier | Type | Options or range | Default | Description |
|---|---|---|---|---|---|
| Animations | animations |
On or off | On | Short fades in Xol screens and the keystrokes display. Turn off for no motion at all. | |
| Menu scale | menu-scale |
Choice | Auto · Match Minecraft · 1 · 2 · 3 · 4 | Auto | How large the menus are drawn: Xol's own screens and, with themed menus on, the game's menus too. Auto follows the game's GUI scale but steps down where that would leave no room. The HUD keeps the GUI scale you chose. |
| HUD snapping | hud-snap |
On or off | On | While you drag a HUD element it snaps to the screen edges, the center lines and the other elements. Off, it goes exactly where you drop it. | |
| Smart disconnect | smart-disconnect |
On or off | Off | Disconnect on the pause menu asks you to confirm before you leave a server. See Smart disconnect. | |
| Raw input | raw-input |
On or off | Off | Under Input. Mouse movement reaches the camera exactly as your system reports it, without the game's own smoothing, so the game's smooth (cinematic) camera does not filter your look while this is on. Sensitivity and limits stay the same and nothing is sent. Zoom keeps its own smooth camera while you hold its key. Your system's own mouse acceleration happens before the game sees the movement and cannot be removed here. | |
| Mouse delay fix | mouse-delay-fix |
On or off | On | Under Input. Minecraft 1.8 picks what you hit from where you were looking one tick (up to 50 ms) earlier, not from where the crosshair is now. With this on, the hit is picked from the crosshair you see. Your reach, the hitboxes and the packets sent are unchanged. 1.8.9 only. |
General also has two rows that are not settings:
| Row | What it does | Page |
|---|---|---|
| HUD layouts | Manage opens the HUD layouts view | Layouts, export and import |
| Settings file | Export and Import | Layouts, export and import |
Multiplayer note: "Interface and input preferences only. Sends nothing."
Smart disconnect¶
With Smart disconnect on, the pause menu's Disconnect button on a server opens a question first: "Are you sure you want to disconnect?", with Disconnect and Cancel. Cancel or Esc takes you back to the pause menu. Disconnect leaves the server the way the button always does.
Only that button asks. Leaving a singleplayer world is never asked, and a kick, a time out or any other way the game leaves a server never meets the question. If anything goes wrong, you leave as if the setting were off. It sends nothing.
Performance¶
Ways Xol makes each frame cheaper, in five sections: FPS boost (with a master switch, Enable FPS boost, on by default), FPS limiting (with its own master switch, on by default), Drawing less, Frame rate and timing and System. Each row can be switched on or off, and each row's description in the menu says exactly what it does.
With FPS boost on, Entity distance and Block entity distance (48 blocks each by default) stop drawing players, mobs, items, arrows, chests, signs and the like beyond that range. Minecraft's own limit for a player is about 64 blocks, so these can only ever draw less. The rows that hide end portals, arrows (in the ground, stuck in players or mobs, in flight), placed skulls and foliage are off by default. Hide foliage stops tall grass, flowers and dead bushes being drawn, which also removes cover other players stand in, the same as a clear-grass resource pack.
The FPS limiting rows only apply while you are not playing: in the background, in the pause menu, in containers if you switch that on, and in Xol's own screens. The one exception is Use your own maximum frame rate (off by default), which replaces the game's Max Framerate with a number of your choice and is not used while VSync is on.
Multiplayer note: "Drawing only. These switches make your own screen cheaper to draw, mostly by not drawing things: far entities, arrows, skulls, tall grass. Nothing is sent and nothing behind a wall is ever shown."
Xol makes no claim about how many frames any of this gains on your computer.
Multiplayer¶
| Setting | Identifier | Type | Default | Description |
|---|---|---|---|---|
| Connect as a vanilla client | vanillaHandshake |
On or off | On | Xol leaves out Forge's modded marker, which is what lets modern proxies (Velocity or BungeeCord with modern forwarding) accept the connection. Turn it off for servers that need your Forge mods. |
Multiplayer note: "Changes one field of the first packet: the address, which Forge marks as a modded connection. Same packet, same moment, same address and port; nothing is hidden from the server and nothing extra is sent."
Menu theme¶
The look of the game's menus. See Menu theme.
Font¶
| Setting | Identifier | Type | Default | Description |
|---|---|---|---|---|
| Xol font | smooth |
On or off | On | Xol's menus, settings pages, the gear view and the HUD editor's own labels are drawn with Xol's own typeface, which ships with the client. Off, those screens use the game's font too. |
| HUD elements | hud |
On or off | Off | Under Everywhere else, shown while Xol font is on. The readouts Xol draws over the world, and the same elements in the HUD editor. Off, they keep the game's font and look like the rest of the game's HUD. |
Multiplayer note: "Drawing only, and only of text Xol itself puts on the screen. Nothing is measured, moved or sent for a server."
Xol pack¶
Switches and choices for Xol's own resource pack, in four sections. They apply while the Xol pack is on in Resource Packs.
- Animations: Animated fireball, Animated ender pearl, Buzz ball liquid animation, Animated water, lava and fire, and Sky animations.
- Colours: the table below.
- Textures: Colour bow draw, Custom sky, Clouds over the custom sky and Connected glass.
- Sounds: Fireball sound and BuzzBallz sip sound.
| Setting | Identifier | Type | Options | Default | Description |
|---|---|---|---|---|---|
| Fireball | fireball-colour |
Choice | Red · Blue | Red | The colour of the fire charge and of every thrown fireball. Red matches the rest of the pack. |
| Diamond armour | diamond-armour-colour |
Choice | Red · Blue | Red | The colour of diamond armour, worn and in the inventory. Blue is the original diamond look. |
| Diamond sword | diamond-sword |
Choice | Red · Blue | Red | Red is the diamond sword in the pack's red. Blue is the original diamond sword. |
| Hearts | hearts-colour |
Choice | Red · Blue | Red | The colour of your health hearts. Blue is the original blue hearts. |
| Food bar | food-bar |
Choice | Watermelon · Water droplets | Watermelon | The hunger bar: watermelon slices or water droplets. |
| Beds | bed-colour |
Choice | Red · Blue | Red | The colour of beds, placed and in the inventory. Blue is the original blue beds. |
| BuzzBallz colour | buzzball-colour |
Choice | Yellow · Red · Blue | Yellow | The colour of the BuzzBallz, the pack's golden apple. |
A colour change reloads the textures when you close the menu. Reload on the Changes are waiting row applies it at once; the game pauses for a moment while it reloads. The pack's ender pearl is red and has no colour choice.
Multiplayer note: "Display only. Changes which of the Xol pack's textures your own game draws; nothing is sent."
Theme manager¶
| Setting | Identifier | Type | Options or range | Default | Description |
|---|---|---|---|---|---|
| Menu colour | preset |
Choice | Xol · Green · Blue · Purple · Red · Orange · Pink · Silver · Custom | Xol | The color enabled mods, sliders and the scrollbar are drawn in. |
| Custom colour | custom |
Color | FF4C8DFF |
Your own menu color, used while Menu colour is Custom. | |
| Panel opacity | panel-opacity |
Whole number | 40 to 100% | 90% | How solid the menu's background is. Lower shows more of the game behind it. |
Settings every HUD element has¶
Every module that draws a HUD element has a Visibility section at the end of its page:
| Setting | Identifier | Type | Options | Default | Description |
|---|---|---|---|---|---|
| Size on screen | gui-scale |
Choice | Follow the game · Always small · Always normal · Always large | Follow the game | Normally an element grows and shrinks with the game's GUI scale. A fixed size keeps the element that size whatever the GUI scale is. |
| Show/hide key | toggle-key |
Key | None | A key that shows and hides just this element while you play. Nothing is saved: the element is back when you press it again or rejoin. | |
| Hide while typing in chat | hide-in-chat |
On or off | Off | The element is not drawn while the chat box is open. | |
| Hide while the player list is up | hide-in-tab |
On or off | Off | The element is not drawn while you hold the key that shows the list of players. | |
| Show | show-in |
Choice | Everywhere · Only on servers · Only in your own world | Everywhere | Where this element is drawn at all. |
The HUD editor ignores these conditions, so an element can always be placed.
Text elements¶
The one-line readouts (FPS, CPS, Ping, Playtime, Pack display, ToggleSprint's status line, and the new counters such as Clock, Date, Memory usage, SPS and Server address) share these rows as well, under Text, Background and Visibility:
| Setting | Identifier | Type | Options or range | Default | Description |
|---|---|---|---|---|---|
| Format | style |
Choice | The element's own presets · Custom | The first preset | How the text is put together. |
| Custom format | format |
Text | Up to 48 characters | The first preset's format | Shown while Format is Custom. %VALUE% is replaced by the value and %LABEL% by the element's label. |
| Text color | color |
Color | FFFFFFFF |
Color of the element's text. | |
| Text shadow | shadow |
Choice | Off · On · Auto · BG Invert · Contrast | Auto | Auto: a shadow only when there is no background and the text is light. BG Invert: whenever the background is off. Contrast: whenever a light text needs it to stay readable. |
| Brackets | brackets |
Choice | [ ] · ( ) · { } · < > · None |
Per element | What goes around the text while the background is off. |
| Background | background |
On or off | On | Draw a box behind the text. | |
| Background color | background-color |
Color | 6F000000 |
Fill of the box. | |
| Fixed width | static-width |
On or off | On | Keep the box one width, so it does not move while the number changes. Off, the box follows the text. | |
| Width | box-width |
Whole number | Per element | Per element | Width of the box, while Fixed width is on. |
| Text too long | overflow |
Choice | Extend width · Scale text · Do nothing | Extend width | What happens when the text does not fit the fixed width. |
| Height | box-height |
Whole number | Per element | Per element | Height of the box. |
| Width padding | padding |
Decimal | 0 to 10 px | 6 px | Room added around the text when the box follows it, and the least room kept when it is fixed. |
| Corner radius | corner-radius |
Decimal | 0 to 6 px | 0 px | Rounds the corners of the box. |
| Always center | always-center |
On or off | Off | Without a background, keep the text centered where the box would be, so it does not jump when the number gets longer. | |
| Border | border |
On or off | Off | Draw an outline around the box. | |
| Border thickness | border-thickness |
Decimal | 0.25 to 3 px | 1 px | Thickness of the outline. |
| Border color | border-color |
Color | 9F000000 |
Color of the outline. | |
| Show while typing | show-in-chat |
On or off | On | Keep the element on screen while the chat line is open. | |
| Hide when value is | hide-when |
Choice | Off · Above · Below · At · Not at | Off | Only on elements that show a number. Hides the element while its number is above, below, at or not at the hidden value. |
| Hidden value | hide-value |
Whole number | Per element | Per element | The number "Hide when value is" compares with. |
The other HUD elements (Coordinates, Key Strokes, Armor Status, Potion Effects and some of the new ones) have Background, Text shadow (on or off) and Text color plus their own rows instead. Each module page lists them.
Position and scale are not settings. They belong to the active layout and are changed in the HUD editor.
When settings are saved¶
When a Xol screen closes, after you name a layout, and when you go from the HUD editor's own bar back to the menu. Saving never interrupts the game: if the file cannot be written, the client carries on with the settings in memory. The settings live in xol/config.json, which the launcher shares between the Xol profiles for 1.8.9 and 1.7.10. The file format is on Settings files.