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.