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Interface · GUIDE

SP VitalView

Version 0.4.3 Available

Health, damage, loot, pickups and information about the block you are targeting.

No additional Shady mods required.

Game & platform requirements

Fabric Loader ≥ 0.19.5Minecraft Java 26.2Java ≥ 25Fabric API ≥ 0.160.0+26.2

01Personal settings

Open /spvitalview without cheats or OP. Choose Health, Damage, Healing, Effects, Visibility, Loot, Pickups, Blocks or Opacity. −/+ changes values; page arrows reveal more controls. Save persists your draft; Cancel/Esc discards it. Restore defaults changes the draft. After drag placement → Done, press Save in the main menu. The category preview uses your unsaved draft. It fits inside its own area and never creates live entities or game events. In Opacity, hover or adjust a control to preview that element.

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.

02Health and combat

Health can show bars, numbers or both, names, percentages and absorption. Damage reports actual HP lost after defenses; healing reports only real health gained. Full-health healing creates no popup. Visibility selects entity categories, aquatic animals, combat-only display and a 4–64-block range. F1, invisibility and line of sight are respected: labels do not reveal health through walls. One heart equals 2 HP. The 100 HP creature in the screenshots is a test target; ordinary mob health is unchanged.

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 and pickups

Common, Resources, Valuables and Rare are visual tiers, not shop prices. Loot grouping affects rendering only: stackable items with identical components group within 1.5 blocks by default, without changing actual pickup, despawning or ownership. Different names/enchantments stay separate, and walls prevent grouping. Pickups reports the actual collected quantity and combines recent identical pickups.

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.

04Blocks, tools and opacity

Blocks follows your crosshair and displays the name, source mod, suitable tool and minimum tier. A check/cross indicates harvest suitability, not guaranteed drops. Creative does not override this Survival-based information. Opacity ranges from 0–100% and multiplies overall and category values: 50% × 50% = 25%. Vanilla items and other mods' interfaces are unaffected.

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 capabilities

With server data, you receive exact HP, individual damage/healing events, confirmed criticals, effects, only-your-damage filtering and exact pickups. Client-only mode offers limited observed health, loot visuals and block information; other players' exact health is hidden. The menu reports whether full server data is connected. Settings are personal to the instance in config/sp-vitalview/settings.json and apply across its worlds.

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.

In-game screenshots

All screenshots use the English game interface.

Checked against the repository · 2026-10-14
xMrShadyx / Minecraft · revision af098df1