01Лични настройки
Отвори /spvitalview без cheats или OP. Избери Health, Damage, Healing, Effects, Visibility, Loot, Pickups, Blocks или Opacity. −/+ променят стойности; page стрелките показват допълнителни настройки. Save запазва; Cancel/Esc отказва. Restore defaults променя черновата. След drag placement → Done натисни Save в основното меню. Прегледът на категорията използва незаписаните настройки. Той стои в отделената област и не създава истински същества или игрови събития. В Opacity посочи или промени настройка, за да видиш съответния елемент.
| Category | Controls |
|---|---|
| Health | Master switch; numbers/bar/both; size, width, thickness, animation, names, percentages, absorption and colors |
| Damage | Damage/criticals; popup anchor, size, offsets, rise, screen clamping, duration, limit and colors; only your damage |
| Healing | Healing/regeneration popups and color |
| Effects | Notifications; up to three active effects; remaining time; color |
| Visibility | Entity categories; independent aquatic animals; combat-only display; range; head gap |
| Loot | Beams, sparkles, grouping, counts, range, radius, beam height, label size, tier colors and item rules |
| Pickups | Notifications, drag placement, position, size, duration and maximum rows |
| Blocks | Panel, drag placement, position, size, source-mod line and tool/status line |
| Opacity | Overall, health/names, damage/critical, healing, effects, loot light, counts, pickup panel and block panel |
- Use − / + for numeric values and page arrows for more controls.
- Save applies and stores the draft. Cancel or Esc in the main menu discards it.
- Restore defaults resets the draft until saved.
- Placement editors return with Done or Esc; press Save in the main menu to keep changes.
- In Loot → Custom item rules, enter an item ID or use the held item, select a tier and optionally enter six hexadecimal RGB digits. Apply to draft, then Save.
| Setting | Range |
|---|---|
| Health / loot distance | 4–64 blocks |
| Health size | 25–200% |
| Bar width / thickness | 40–120 / 4–16 local units |
| Popup size | 50–200% |
| Popup X / Y offsets | −300 to 300 / −200 to 200 GUI pixels |
| Popup duration | 10–100 ticks |
| Group radius | 0.25–2 blocks |
| Beam height | 25–200% of tier height |
| Pickup / block panel size | 50–150%, fitted to the viewport |
| Pickup / block position | 0–100% of available screen space |
| Pickup duration / rows | 20–400 ticks / 1–8 rows |
| Opacity | 0–100% |
At normal speed, 20 ticks equal one second. Bar units represent 0.025 blocks at 100% size; combined mode adds space for its numbers.
02Живот и бой
Health може да показва bar, numbers или both, имена, проценти и absorption. Damage отчита реално загубеното HP след защити; healing само реално възстановеното. При пълен живот няма healing popup. Visibility избира категории, aquatic animals, combat-only и дистанция 4–64 блока. F1, invisible entities и line of sight се спазват — етикетите не показват живот през стени. Едно сърце е 2 HP. Съществото със 100 HP на снимките е тестова цел; обичайното здраве на мобовете не се променя.
Bars stay above heads and shrink with world perspective. Damage/healing/effect popups use an independent GUI size; their shared anchor and offsets do not move the health bar. Screen clamping preserves close-range visibility and shows the newest rows that fit.
Damage reports actual HP lost after defenses. Absorption is displayed separately. Full-health healing creates no popup; overhealing reports only the real gain. Regeneration reports each observed gain.
03Loot и pickups
Тировете Common, Resources, Valuables и Rare са визуални категории, не shop цени. Loot grouping събира само визуално stackable предмети с еднакви components в радиус по подразбиране 1.5 блока; реалният pickup, despawn и ownership не се променят. Имена/enchants остават отделни; wall пречи на grouping. Pickups показва реално събраното количество и комбинира скорошни еднакви приходи.
| Tier | Default color | Examples |
|---|---|---|
| Common | White | Dirt and ordinary items |
| Resources | Green | Iron ingots, coal, redstone, logs, ores |
| Valuables | Gold | Diamonds, emeralds, golden apples |
| Rare | Purple | Nether stars, elytra, enchanted items, ancient debris |
These are configurable value presets, not economy prices. Per-item rules take priority. Beams are visual effects and do not change block lighting.
Grouping affects rendering only. Actual entities, stack limits, ownership, despawning and pickup rules stay unchanged. Only stackable items with identical components group within the selected radius (default 1.5 blocks). Different names/enchantments remain separate; solid obstacles prevent grouping across a wall. Disable grouping to restore vanilla item copies.
The pickup feed reports actual full or partial pickups. Recent identical pickups combine; the newest row appears at the bottom.
04Блокове, инструмент и opacity
Blocks следва crosshair и показва името, source mod, подходящ инструмент и minimum tier. Check/cross показва harvest suitability, не гарантиран drop. Creative не отменя тази Survival справка. Opacity 0–100% умножава overall и category: 50% × 50% = 25%. Vanilla предметите и интерфейсът на други модове не се променят.
Each value ranges from 0% to 100%. Overall opacity multiplies the category value: 50% overall and 50% health gives 25% health opacity. At 0%, the selected overlay is hidden. Settings controls remain readable.
Opacity affects complete SP VitalView elements, including text, icons and existing background alpha. Vanilla mobs, blocks, dropped-item models, the hotbar and other mods' interfaces remain unchanged. Damage and criticals share a value; healing and effects have separate values. Existing loot sparkles respond to changes too.
The panel follows Minecraft's actual crosshair target and disappears when aiming at the sky or an entity. It does not reveal blocks through walls. Names follow the game language. The source line uses installed mod metadata when the namespace matches a mod ID; otherwise it shows the namespace.
The check/cross reports harvest suitability, not guaranteed drops. Silk Touch, loot tables, block state and server rules can affect the result. Blocks needing no specific harvest tool may show a recommended faster tool. Unbreakable blocks are identified separately.
Minimum tiers are derived from which standard tools can harvest the current block. Modded requirements may have no standard tier label, but the held item's normal harvest check is still used. Creative mode does not override this informational Survival check.
05Client/server възможности
При server данни има точни HP, отделни damage/heal събития, confirmed criticals, effects, only-your-damage и точни pickups. В client-only режим има ограничен наблюдаван живот, loot визуализация и block info; точният живот на други играчи е скрит. Менюто показва дали има пълна server връзка. Настройките са лични за инстанцията в config/sp-vitalview/settings.json и се използват във всички нейни светове.
| Capability | Client and server | Client only |
|---|---|---|
| Mob health | Exact server reports | Health synchronized by vanilla |
| Other players' exact health | Supported | Hidden |
| Damage and healing | Individual actual changes | Observed changes; rapid events may combine |
| Confirmed criticals and only-your-damage filtering | Supported | Unavailable |
| Effect notifications and active-effect list | Supported | Unavailable |
| Loot beams, grouping and counts | Supported | Supported |
| Exact pickup notifications | Supported | Unavailable |
| Block information and held-tool check | Supported | Supported |
| Position, size and opacity | Supported | Supported |
The menu indicates whether full server data is connected.
Settings belong to the Minecraft instance, not to an individual world or server. Click Save to persist all display preferences. Copy the config/sp-vitalview folder to another instance to share them (with the game closed). Separate launcher profiles with different game directories have separate settings.
Settings are stored in config/sp-vitalview/settings.json across worlds in the same profile. Invalid files are preserved, defaults are used and the menu shows a notice. A successful Save writes valid settings. RGB configuration colors use decimal integers from 0 to 16777215; the item-rule editor accepts hexadecimal RGB.
Overlays respect F1 and line of sight. Health excludes the local player, spectators and entities invisible to the player. Hostile aquatic mobs remain under Monsters. Standard modded health/effect systems are supported; mods bypassing vanilla methods may need integration.
Health snapshots run every five server ticks; individual changes are sent each tick. Processing is bounded to 256 nearby living entities/events and 256 nearby drops. Excess notifications may be omitted under extreme load.
Tested alongside SP Cobble GEN 0.4.0 and World PIN Lock 0.4.1. Shaders and third-party renderers are not exhaustively tested.
Снимки от играта
Всички снимки са с английски интерфейс.