==Section:TopLeft, x + 5, x + 3=={on_join} - Is true for the first frame after joining a world{on_load} - Is true for the first frame after the profile is (re)loadedon_chat_message / on_chat_msg chat_messages{crosshair:<texture_path>}{icon:<texture_path>}, but renders how the crosshair renders{is_frozen} , {is_freezing} , {frozen_per} / {frozen_percentage} , {frozen_ticks}{on_fire}{attack_cooldown}{i:cooldown} , {i:max_cooldown} , {i:cooling_down} , {i:cooldown_percentage} / {i:cooldown_per}{facing8} and {facing8_short}{facing} and {facing_short} are now alias of {facing4} and {facing4_short}{velocity} is now an alias of {velocity_xyz}{velocity_x} and {velocity_xy}){velocity_x_kph}){velocity_x_mph}){velocity_xz[4]}. This will compare the positions between now and 5 ticks ago to calculate the velocity)-freq# / -v# was added, which limits how fast a
variable updates on the hud. Despite this sounding like it would be a good substitute for the old system, it
is not, as it loses the "smoothing" that updating the actual change in distance would have{rp_version} / {resource_pack_version} are now string variables. Ex: 88.0{dp_version} / {datapack_version} are also now string variables{rp_major} / {rp_major_version} / {resource_pack_major_version}{rp_minor} / {rp_minor_version} / {resource_pack_minor_version}{dp_major} / {dp_major_version} / {datapack_major_version}{dp_minor} / {dp_minor_version} / {datapack_minor_version}{p:version} has been replaced with {p:min} / {p:min_version} and {p:max} / {p:max_version}{p:min_major} / {p:min_version_major} and {p:max_major} / {p:max_version_major}{<list>} alone will just show how many there are {effects} → 3 (assuming the player has 3 status effects){<list>, "stuff here"}{effects, "{index} - {icon} {name}\n"}{effects, "{e:name}", e:level > 2}{effects, "{e:name}", ", "}{effects, "{e:name}", ", ", e:level > 2}=for:<list>= ends with =endfor==for: effects, e:level > 2==separator= will be the separator{effects, "{index} - {icon} {name}\n"}{i} / {index} , {raw} , {size}{exit} (exits the list prematurely), {continue} (skips to the next iteration)e: and likewise can be changed with the -pre:<prefix> list flag.{effects -pre:eff, "{eff:name}"}= / ==) are no longer case-sensitive+ , - , * , / , % (modulus), and ^ (exponential){{x > (8+2 *2, "X is greater than 10"}}condition ? valueA ; valueB{setsleep_time, raining ? 12542 ; 12010}!) Operator{{ !raining, "not raining","raining"}}has Operator{{item:main:name has "wool", "This has wool in the name"}}{{items has "Stone", "I have Stone"}}<list>.<child> has <value>{{all_items.count has 64, "I have at least 1 full stack"}}{set:test, sin(30+60)}round , ceil , floorsqrt , abssin , cos , tan , csc , sec , cotasin , acos , atan , acsc , asec , acotlog / log10 , log2 , log_e / ln , log_e1p / ln1p??) Operator{target_block_x} when not
looking at a block. It can't use 0 or -1 as those are valid coordinates. So it instead gives the value of NaN
(Not a Number).
?? allows you to give a "default" valueSharpness: {$ item:main:enchant:sharpness:lvl + 10}Sharpness: {$ (item:main:enchant:sharpness:lvl ?? 0) + 10}⋀ , ∧⋁ , ∨√(<expression>)∋ , ∍ , ∌ (list ∋ element), and
∈ , ∊ , ∉ (element ∈ list)
max Width and Text Align max or -2. The background for every line will be as wide as the longest linefit or -1==Section:TopLeft,0,0,false,fit,<align>==left , right , center==Disable: <VanillaHudElements>==health , hunger , armor , air, (status_bars for all 4 + horse_health)hotbar, item_tooltip , xp , (lower for both and everything in status_bars)horse_health , horse_jump (horse for both)chat , scoreboard , bossbar , subtitles , effects / status_effectstitles , actionbar& in-front of any variable will now use its number value for color&{target_block_color}{red} are now proper variables and can be used in expressions&{target_block_color * -1}{name} / {display_name}{ten} / {target_entity_name}{lhn} / {last_hit_name}{hen} / {hooked_entity_name}{ven} / {vehicle_name} / {vehicle_entity_name}{vha} / {horse_armor} / {vehicle_horse_armor}{team} , {team_name}{record_name}{title} / {title_msg}{subtitle} / {subtitle_msg}{actionbar} / {actionbar_msg}{{target_block_id = "stone", "Is Stone", "Not Stone"}} now works-ns / -namespace and -path&8{target_block_id -ns}:&2{target_block_id -path} looks like minecraft:stone{tei} / {target_entity_id}{lhi} / {last_hit_id}{hei} / {hooked_entity_id}{vei} / {vehicle_id} / {vehicle_entity_id}{dimension_id} , {biome_id}{music_id} , {record_id}#DDD605 → &g , &{minecoin_gold} , &{minecoin}#E3D4D1 → &h , &{material_quartz} , &{quartz}#CECACA → &i , &{material_iron} , &{iron}#443A3B → &j , &{material_netherite} , &{netherite}#971607 → &zm , &{material_redstone} , &{redstone}#B4684D → &zn , &{material_copper} , &{copper}#DEB12D → &p , &{material_gold} , &{mgold}#47A036 → &q , &{material_emerald} , &{emerald}#2CBAA8 → &s , &{material_diamond} , &{diamond}#21497B → &t , &{material_lapis} , &{lapis}#9A5CC6 → &u , &{material_amethyst} , &{amethyst}&{bold} , &{italics} , &{underline} , &{obfuscated}&{strike} / &{strikethrough} , &{reset}-r<degrees> / -rotate<degrees>: Rotates Icons{item:main:icon -r45} will rotate the icon 45 degrees-zf# / -zerofill#: Pad the left with zeros when needed{x -zf3} (5 would be 005)-v# / -freq# / -frequency#-v2 , -v0.5 , -v1/20-ns / -namespace: Only shows the namespace-path: Only shows the path-sub / -subscript: Numbers are replaced with their subscript counterpart-sup / -superscript: Numbers are replaced with their subscript counterpart-hex: Numbers are shown in hexadecimal-oct: Numbers are shown in octal-bin: Numbers are shown in binary-base#: Numbers are show in the base specified, up to 36{x -base7}-rn / -roman: Displays the number in Roman Numerals
Reminder that the local variant has 1 less = on both sides
Scaling (Global only)==NiceScale: <(+/-) GUI Scale>====Scale: <scale>====NiceScale: 2== will render as if the GUI Scale in Minecraft's settings was set to 2.==NiceScale: +1== with your GUI Scale set to 3, the profile will render as if it was set to 4.==HudScale: <(+/-) GUI Scale>====Padding: <top>, <bottom>, <left>, <right>====Padding: <verticle>, <horizontal>== or ==Padding: <all>====PersistentFormatting: <true|false>==&a or &{green}) won't reset formatting (like bold)==ItemIconSize: <line|full>====LeftChart: <chart>== and ==RightChart: <chart>====WhenHudHidden: <Show|ShowIfScreen|Hide>== (global only){hud_hidden} in a conditional to limit what info is shown when the hud is hidden==IgnoreBlankLines: <true|false>== ==IgnoreLeadingSpace: <true|false>== ==ConvertLineBreaks: <true|false>==\n in the profiles will add NewLines to the hud =BackgroundColor:<color>= part way through a linewidth is set to fit (default), it won't apply until after the next NewLinewidth is set to max or a specific amount, it'll apply to the entire linetrue (same behavior as before)List variables will be shown without the {} around them, as they are intended to be used in the syntax laid out in Language Features
The e: and likewise can be changed with the -pre:<prefix> list flag.
Example: {effects -pre:eff, "{eff:icon}"}
You can reverse the list using the -r / -reverse list flag.
Example: {effects -r, "{eff:icon}"}
effectspos_effects / positive_effectsneg_effects / negative_effectsneu_effects / neutral_effects{e:name} , {e:id} (see ID variables){e:amp} / {e:amplification} (how it's stored, 0 to 127 then -128 to -1){e:lvl} / {e:level} (1 to 256){e:dur} / {e:duration} , {e:inf} / {e:infinite}{e:ambient} , {e:show_particles} / {e:particles} , {e:show_icon}{e:category} / {e:cat}{e:color} (see new color feature){e:icon} , {e:icon_no_bg}players {p:name} / {p:display_name} , {p:username}{p:id} / {p:uuid}{p:latency} , {p:list_score}{p:gamemode} , {p:survival} , {p:creative} , {p:adventure} , {p:spectator}{p:head} (icon){p:team} , {p:team:<team method>} (see {team:<team>:<method>}){p:team:id}subtitles {s:id} , {s:name}{s:age} , {s:time}{s:x} , {s:y} , {s:z} , {s:dist} / {s:distance}{s:dir} / {s:direction} , {s:left} , {s:right}{s:dir_yaw} / {s:direction_yaw},{s:dir_pitch} , {s:direction_pitch}{s:alpha} (allows you to control the fade, see new color feature){s:sounds} (1.21+, same child vars as this, excluding id/name) target_block_properties / target_block_props / tbpropstarget_fluid_properties / target_fluid_props / tfprops
{p:name} , {p:value} , {p:type} , {p:full_type}target_block_tags / tbttarget_fluid_tags / tft
{t:name} , {t:id}target_block_powers / tbpowers
{r:dir} / {r:direction}{r:odir} / {r:opposite_direction}{r:power}{r:strong} / {r:strong_power}target_villager_offers , tvo {o:uses},{o:max_uses}{o:special_price},{o:demand_bonus},{o:price_multiplier}{o:disabled},{o:can_afford} (will also look into shulker boxes)
{o:first:<method>}
{o:first_base:<method>}{o:second:<method>}{o:result:<method>}items child vars, method is the same, but without the i:{o:first} , {o:first_base}{o:second}{o:result}items child varsattributestarget_entity_attributes / target_entity_attrs / teashooked_entity_attributes / hooked_entity_attrs / heas
{a:name} , {a:id}{a:value} , {a:base_value} , {a:default_value}{a:tracked} (if the server sends it to the client)a:modifiers. Child Vars: {am:name} (1.21+: alias of {am:id}){am:id} (1.20.6-: UUID, 1.21+: Identifier){am:value}{am:op} / {am:operatopn} (+ (addition), ☒ (multiply base), × (multiply total)){am:op_name} , {am:operation_name} (Addition, Multiplication Base, Multiplication Total)itemsall_itemsquipped_itemsarmor_itemsinv_itemsinv_items_unpackedhotbar_items
{i:id} , {i:item} (Item name){i:name} (Custom name of the item){i:count} , {i:max_count} , {i:inv_count}{i:dur} / {i:durability} , {i:max_dur} , {i:max_durability}{i:dur_per} , {i:durability_percentage}{i:dur_color} , {i:durability_color} (See new color feature){i:unbreakable} , {i:repair_cost}{i:rarity} (The name of rarity, can also be used with the new color feature){i:armor_slot} (which armor slot the item can go in){i:icon} , {i:inv_count_icon}i:enchants (See i:enchants section above)i:lore with child var {lore:line}i:attributes / i:attrs (See Item Attribute Modifiers child vars)i:can_destroy and i:can_place_on{c:name} , {c:id}i:tags with children {t:name} and {t:id}i:items (items stored in stuff like Shulker Boxes and bundles). Same child vars.i:items_compact (items stored in stuff like Shulker Boxes and bundles, compacted). Same child vars.i:enchant:<id>:<method>i:enchant:sharpness:fullname , idlevel / lvl (like IV)max_level (max level the enchantment can be)full (like Sharpness IV)num / number (0 indexed)max_num , max_number (0 indexed)rarity{i:hide_flags}i:info_shown and i:info_hidden with child {ii:info}item:<slot>:enchants {e:name} , {e:id}{e:level} / {e:lvl} (like IV){e:max_level} (max level the enchantment can be){e:full} (like Sharpness IV){e:num} / {e:number} (0 indexed){e:max_num} , {e:max_number} (0 indexed){e:rarity} (1.20.4 only)item:<slot>:lore {lore:line}item:<slot>:attributes / item:<slot>:attrsa:modifiers
{am:slot} (where the item has to be for the attr to apply)
Attribute Info{am:attribute} / {am:attr} (attribute name){am:attribute_id} , {am:attr_id}{am:attribute_value} , {am:attr_value}{am:default_value} , {am:tracked}
Attribute Modifier Info{am:modifier_name} / {am:mod_name} (1.21+: alias of {am:modifier_id}){am:modifier_id} / {am:mod_id} (1.20.6-: UUID, 1.21+: Identifier){am:mod_amount} , {am:amount}{am:op} , {am:operation} (+ (addition), ☒ (multiply base), × (multiply total)){am:op_name} , {am:operation_name} (Addition, Multiplication Base, Multiplication Total)item:<slot>:can_destroy , item:<slot>:can_place_on {c:name} , {c:id}item:<slot>:info_shown , item:<slot>:info_hidden {ii:info}teams {t:name} , {t:id}{t:color} (see new color feature){t:friendly_fire} , {t:see_friendly_invis} , {t:collision}{t:name_tag_visibility} / {t:name_tag} , {t:death_msg_visibility} / {t:death_msg}t:members with child {m:member} (members include offline players)t:online_players / players (See players child vars)objectives {o:name} , {o:id}{o:criteria} / {o:criterion} (Singleplayer only){o:display_slot}o:scores (see below)o:online_scores (see below)objective:<objective_id>:scoresobjective:<objective_id>:online_scoreso:scores , o:online_scores
{os:name} / {os:holder} , {os:display} / {os:display_name}{os:score} / {os:value}scoresscore:<player>
{ss:name} (objective name){ss:id} (objective id){ss:criteria} / {ss:criterion} (Singleplayer only){ss:display_slot}{ss:score} / {ss:value} (player's score for this objective)bossbars
all_bossbars (Singleplayer only)
{bb:name} , {bb:uuid}{bb:id} (Singpleplayer only, and only for command made bossbars),{bb:percent} / {bb:per} / {bb:value}{bb:darken_sky} , {bb:dragon_music} , {bb:thickens_fog}{bb:style} , {bb:color} , {bb:text_color}{bb:enabled} / {bb:visible} (Singleplayer only){bb:icon}bb:players (See players child vars)records (Currently playing records) {r:name} , {r:id}{r:elapsed} , {r:elapsed_per} / {r:elapsed_percentage}{r:length} , {r:remaining}{r:icon}profiler_timings{pt:name} , {pt:path} , &{pt:color}{pt:per_of_parent} / {pt:percent_of_parent}{pt:per_of_total} / {pt:percent_of_total}{pt:entries} (sub-entries). Same child vars.{refresh_profiler_timings} (also available as a keybind) itag:<item_tag> , btag:<block_tag> {t:name} , {t:id} , {t:icon}mods (List of mods, excluding libraries, child-mods, and "non-mods" like java)all_root (List of mods, excluding child-mods and "non-mods" like java)all_mods (List of mods, no exclusions)
{m:name} , {m:id} , {m:version} , {m:hash}{m:summary} , {m:desc} / {m:description}{m:icon}{m:library} , {m:client} , {m:deprecated} , {m:patchwork} , {m:from_modpack} , {m:minecraft}m:authors with child var {ma:name}m:contributors with child var {mc:name} (and {mc:group} for 1.20.6)m:credits with child var {mc:name} (and {mc:group} for 1.20.6)m:licenses with child var {ml:name}m:children same child varsm:parent same child vars (only 1 entry){m:parent:<method>} (method is the same as child, but without the m:)m:badges. Child Vars: {mb:name}{mb:outline_color} , {mb:fill_color}{mb:icon}resource_packs , disabled_resource_packsdata_packs / datapacks , disabled_data_packs / disabled_datapacks
{p:name} , {p:id} , {p:version}{p:desc} / {p:description}{p:compatible} , {p:always_enabled} , {p:pinned}{p:icon}chat_messages
{cm:type} (Normal, SinglePlayer, System, Chat Error, Not Secure){cm:text} (the actual message){cm:time_ago} (how many ticks ago the message was recieved){p:icon}loop[<start>,<end>,<step>]loop[<start>,<end>>] (step = 1)loop[<end>] (start = 0, step = 1)
loop[1, health, 2]{loop:value}{is_pressed:<keybind>} Ex: {is_pressed:forward}{toggle:<name>} Ex: {toggle:test}{toggle:<name>:last_pressed} Milliseconds since it was last pressed{gliding} Flying using an elytra{perspective} F5 Camera perspective (first, front, back){hud_hidden} If the hud is hidden via F1{slime_chunk:<seed>}{slime_chunk} in singleplayer{difficulty} - Peaceful/easy/normal/hard{player_head} - The player's face{hotbar_slot} (1-9) and {hotbar_index} (0-8){itemcount_icon:<item_id>}{score} The total amount of xp points you have gained since last death (what you see when you die){target_block_color} / {target_color} / {tbc} (Map Color){target_fluid_color} / {tfc}{target_block_icon} / {target_icon} / {tbicon}{target_fluid_icon} / {tficon}{target_block_luminance} / {target_luminance} / {tbl}{last_hit} / {lh} (Pig, Player){last_hit_id} / {lhi} (minecraft:pig, minecraft:player){last_hit_name} / {lhn} (Pig, Notch){last_hit_uuid} / {lhu} (b354c639-b534-48fa-b4c3-48192dba8dd3){last_hit_distance} / {lhd} (Distance between you and the entity at the time you hit){last_hit_ago} / {lha} Seconds since last hit{ve} / {vehicle} (Pig, Player){vei} / {vehicle_id} (minecraft:pig, minecraft:player){ven} / {vehicle_name} (Pig, Notch, (Pig with a nametag 'Pet') Pet){veu} / {vehicle_uuid} (b354c639-b534-48fa-b4c3-48192dba8dd3){veh} / {vehicle_health} , {vea} / {vehicle_armor} , {vemh} / {vehicle_max_health}{vhj} / {horse_jump} , {vha} / {horse_armor} (name of the armor){tvb} / {target_villager_biome}{tvlw} / {target_villager_level_word} , {tvl} / {target_villager_level}{tve} / {target_villager_xp} , {tven} / {target_villager_xp_needed}{tveb} / {target_villager_xp_bar}target_villager_offers , tvo !{target_block_power}, {target_power}, {tbp}{target_block_strong_power}, {target_strong_power}, {tbsp}{target_block_power_north}, {target_power_north}, {tbpn}{target_block_power_south}, {target_power_south}, {tbps}{target_block_power_east}, {target_power_east}, {tbpe}{target_block_power_west}, {target_power_west}, {tbpw}{target_block_power_up}, {target_power_up}, {tbpu}{target_block_power_down}, {target_power_down}, {tbpd}{target_block_strong_power_north}, {target_strong_power_north}, {tbspn}{target_block_strong_power_south}, {target_strong_power_south}, {tbsps}{target_block_strong_power_east}, {target_strong_power_east}, {tbspe}{target_block_strong_power_west}, {target_strong_power_west}, {tbspw}{target_block_strong_power_up}, {target_strong_power_up}, {tbspu}{target_block_strong_power_down}, {target_strong_power_down}, {tbspd}{hedy} / {hooked_entity_direction_yaw}{hedp} / {hooked_entity_direction_pitch}{unix_time} (milliseconds since epoch){seconds} , {minutes} , {hours} , {hours12} , {hours24}{real_time:<format>} is still recommend for showing time on the hud{real_year} , {real_month} , {real_day}{real_day_of_week} / {real_dow} , {real_day_of_year} / {real_doy}{real_hour} / {real_hour12} , {real_hour24}{real_minute} , {real_second} , {real_ms}{real_am} , {real_pm}{profile_name} , {profile_errors} , {profile_keybind} , {profile_in_cycle}{world_height} , {min_y} / {world_min_y} , {max_y} / {world_max_y}{coord_scale} / {world_coord_scale}{title_msg} / {title} , {subtitle_msg} / {subtitle} (not to be confused with audio subtitles){actionbar_msg} / {actionbar}{title_remaining} , {actionbar_remaining}{pteam:<method>} / {player_team:<method>}{team} (no method) now alias of {pteam} (no method) and {player_team} (no method)name , idcolor (see new color feature)friendly_fire , friendly_invis , collisionname_tag_visibility / name_tag , death_msg_visibility / death_msgmembers with child {m:member} (members include offline players)online_players / players (See players child vars){item:<slot>:<method>}armor_slot (which armor slot the item can go in)inv_count , inv_count_iconunbreakable , repair_costattributes / attrs (See Item Attribute Modifiers child vars)can_destroy and can_place_on{c:name} , {c:id} , {c:icon}tags with children {t:name} and {t:id}items (items stored in stuff like Shulker Boxes). Same child vars as items.items_compact (items stored in stuff like Shulker Boxes, compacted). Same child vars as items.enchant:<id>:<method>item:main:enchant:sharpness:fullname , idlevel / lvl (like IV)max_level / max_lvl (max level the enchantment can be)full (like Sharpness IV)num / number (0 indexed)max_num , max_number (0 indexed)rarityhide_flagsinfo_shown and info_hidden with child {ii:info}{target_block_property:<property>:<method>} / {tbprop:<property>:<method>}{p:name} , {p:value} , {p:type} , {p:full_type}{attribute:<attr>:<method>}{target_entity_attribute:<attr>:<method>}{target_entity_attr:<attr>:<method>}{tea:<attr>:<method>}{hooked_entity_attribute:<attr>:<method>}{hooked_entity_attr:<attr>:<method>}{hea:<attr>:<method>}name , idvalue , base_value , default_valuetracked (if the server sends it to the client)modifiers (a list variable, see the attribute modifiers){player:<player>:<method>}name / display_name , usernameid / uuidlatency , list_scoregamemode , survival , creative , adventure , spectatorhead (icon)team , team:<team method>} (see Team Info{team::<team>:<method>})name , idcolor (see new color feature)friendly_fire , see_friendly_invis , collisionname_tag_visibility / name_tag , death_msg_visibility / death_msgmembers with child {member} (members include offline players)online_players / players (See players child vars){team:<team>:<method>}name , idcolor (see new color feature)friendly_fire , see_friendly_invis , collisionname_tag_visibility / name_tag , death_msg_visibility / death_msgmembers with child {member} (members include offline players)online_players / players (See players child vars){objective:<objective_id>:<method>}:name , idcriteria / criterion (Singleplayer only)display_slotscores (See child variable section above)online_scores (See child variable section above){score:<player>:<objective_id>}{bossbar:<name|uuid|id>:<method>}name , uuidid (Singpleplayer only),percent / per / valuedarken_sky , dragon_music , thickens_fogstyle , color , text_colorenabled / visible (Singleplayer only)iconplayers (See players child vars){mod_loaded:<modid>} {mod:<modid>:<method>}name , id , version , hashsummary , desc / descriptioniconlibrary, client, deprecated, patchwork, from_modpack, minecraft authors with child var {ma:author}contributors with child var {mc:contributor}credits with child var {mc:credit}licenses with child var {ml:license}children. See mods child varsparent. See mods child varsbadges. See m:badges child varsparent:<method> Same methods as this{resource_pack:<id>:<method>}{data_pack:<id>:<method>} / {datapack:<id>:<method>}name , id , versiondesc / descriptioncompatible , always_enabled , pinnedicon{rp_version} / {resource_pack_version}{dp_version} / {data_pack_version} / {datapack_version}{bar:<style>, <value>, <max_value>}{bar, <value>, <max_value>}{bar:<style>, <value>, <max_value>}{bar, <value>, <max_value>, <flags>}bar with nb_bar to remove the bar's background. Great for stackingxp / experience , jump / horsevillager / villager_green , villager_whitepink , red , blue , green , yellow , purple , white6 , 10 , 12 , 20 (notches)pink6 , red12, etc{bar:red20, y + 64, 384}{timer[<end>, <interval>]}{timer[<end>, <interval>]}{timer[<end>]} (interval = 1)end and interval allows expressions{timer[100, 1/health]}{$<expression>} allows you to display the results of calculations on the hud<expression> is the same type as used in conditionals{$<precision>,<expression>}{$ bx * 10} ⮕ 50 (if player's x coord is 5){$2, bx * 10} ⮕ 50.00 (if player's x coord is 5){set:<names>, <expression>}<expression> is the same type as used in conditionals and {$<expression>}{set:<name>, "stuff here"}"stuff here" the same as {{<condition>, "stuff here if true"}}{set:item_name, "{item:main:name}"}{get:<name>}{setmacro:<name>, <expression>}<expression> is the same type as used in conditionals and {$<expression>}{setmacro:<name>, "stuff here"}"stuff here" the same as {{<condition>, "stuff here if true"}}{setmacro:coords, "&c{x} &a{y} &b{z}"}{getmacro:<name>}{window_focused} : If the minecraft window is focused or in the background{refresh_profiler_timings} (also available as a keybind) {profiler_timing:<path>:<method>}name , path , colorper_of_parent / percent_of_parentper_of_total / percent_of_totalentries (sub-entries). See profiler_timings for child varsparent:<method> Same methods as this{ccw1} / {client_chunks_w1} / {client_chunks_cached} {ccw2} / {client_chunks_w2} / {client_chunks_loaded} {cce1} / {client_chunks_e1} / {client_entities_loaded} {cce2} / {client_chunks_e2} / {client_entities_cached_sections} {cce3} / {client_chunks_e3} / {client_entities_ticking_chunks} {scw1} / {server_chunks_w1} / {server_chunks_loaded} {sce1} / {server_chunks_e1} / {server_entities_registered} {sce2} / {server_chunks_e2} / {server_entities_loaded} {sce3} / {server_chunks_e3} / {server_entities_cached_sections} {sce4} / {server_chunks_e4} / {server_entities_managed} {sce5} / {server_chunks_e5} / {server_entities_tracked} {sce6} / {server_chunks_e6} / {server_entities_loading} {sce7} / {server_chunks_e7} / {server_entities_unloading} {ms_per_tick} , {max_tps}{is_tick_sprinting} / {tick_sprinting} (Singleplayer only for some reason){is_tick_frozen} / {tick_frozen}{is_tick_stepping} / {tick_stepping}{gpu_vendor} , {gl_version} , {gpu_driver}
{memory_allocation_rate}{active_renderer}{e} , {pi} / {π} , {tau} / {τ} , {phi} / {φ} / {golden_ratio}{itemcount:<item_id>} now works with item tags (like #stone) number variable flags{tps} and {ms_ticks} / {ticks_ms} are now estimated when on servers!!! {ms_ticks} no longer bottoms out at 50ms in singleplayer {space:#} {space:x + 5} {space:"Name: {name}"} {record_name} , {record_id}, etc {gpu} now shows the same way as it does in F3 {icon:<path>} / {icon:<path> <flags>} .png. You don't need it, but it'll work now {icon:<path>,<u>,<v>,<w>,<h> <flags>} {icon:<path> <flags>, <u>, <v>, <w>, <h>, <width>, <height>} {icon:<path> <flags>, <u>, <v>, <w>, <h>, <height>} {icon:<path>, 0, 0} (w,h,width,height are default) {icon:<path>, 0, 0, 16, 16, 20} (width is default) width: how wide the icon renders height: how tall the icon renders
CustomHudRegistry.registerElement("name", (flags, context) -> <ELEMENT>)Flags.wrap(<ELEMENT>, flags)context.enabled now has .set("name") and .set("name", value)CustomHudRegistry.registerParser("id", (str, context) -> <ELEMENT>) CustomHudRegistry.registerList("name", "default prefix", () -> <LIST>, <ATTRIBUTER>) CustomHudRegistry.registerList("name", "default prefix", () -> <LIST>, <ATTRIBUTER>, <ENABLED>) unregister() and has() for all 3 kinds of registries CustomHudRegistry.registerComplexData(function) now takes a Consumer<Enabled> instead of a Runnablecontext.enable.set("name") when registering the element, do enabled.get("name") here{ var_name} (whitespace before the name) now works