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F3 Reignited Journey
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Hide HUD elements from vanilla, Reignited HUD and Journey Map when activating F3/Enhanced F3/Better F3, and also fix the massive FPS drop when using Reignited HUD.
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🧭 F3 Reignited Journey
A readable debug screen, a serious FPS fix, and thirst in your HUD row.
Six tiny patches. Each one activates only if the mod it targets is installed.
~5 KB. No config. Nothing to set up.
❓ The problem
Press F3 on a modded client and the debug screen is often unreadable.
HUD mods keep drawing on top of it — and because Minecraft renders item icons at a very high z-offset, they punch straight through the text backgrounds of BetterF3 or Enhanced F3. Coordinates behind a hunger bar. TPS behind a minimap.
Neither side offers a fix: the HUD mods have no "hide while F3 is open" option, and the debug-screen mods have no offset setting.
There is a second, quieter problem.
Reignited HUD redraws its entire HUD on every overlay event — fifteen to twenty times per frame instead of once. It is a known upstream issue, and it costs a lot of frames.
✨ What this mod does
⚡ Fixes the Reignited HUD frame cost
The HUD is drawn once per frame instead of once per overlay event.
On a 280-mod pack (Threadripper 3960X · RTX 3070 Ti · 3440×1440, no shaders), the framerate went back from heavily degraded to 180–200 FPS — the same figure measured with Reignited HUD uninstalled.
Your numbers will differ. The mechanism will not: fifteen to twenty redraws become one.
No files are modified. Reignited HUD stays exactly as its author shipped it — the patch lives at runtime, in this mod.
🧹 Clears the screen while F3 is open
While the debug screen is up, these are hidden — and come back the moment you close it:
| Hidden during F3 | Why |
|---|---|
| Reignited HUD | Its item icons render above the debug text backgrounds |
| Vanilla hotbar | Same overlap, bottom of the screen |
| JourneyMap minimap | Sits exactly where the right-hand debug column goes |
The result is a debug screen with nothing in front of it, at any resolution — including ultrawide, where the columns are widest.
💧 Thirst and temperature, inside the Reignited HUD row
Thirst mods draw their own bar, in their own corner, in their own style. Reignited HUD draws a clean single row. Running both means reading your character in two places at once.
This patch moves the reading into the row, as a drop icon and a counter, inserted right after hunger — where a consumable stat belongs; the entries that follow slide over to make room. The thirst mod's own bar is hidden so nothing is shown twice.
| Thirst mod | Handled |
|---|---|
| Tough As Nails | thirst and temperature |
| Thirst Was Taken | thirst |
Both are read through one shared interface, so whichever you have installed is picked up automatically. If you somehow run both, Tough As Nails wins. The icon blinks when hydration reaches zero, the same way vanilla warns you elsewhere.
📐 The position is computed, not hardcoded
Reignited HUD draws only the entries you enabled — food, saturation, armor, toughness — so the row is a different width for every player.
Rather than guessing coordinates, this patch replays the HUD cursor across the entries actually being drawn, and starts where they end. Your icons land next to your row, not on top of it.
🧩 Contextual by design
Each patch targets a specific mod, and does nothing at all if that mod is absent.
Install this alongside Reignited HUD only, JourneyMap only, a thirst mod only, all of them, or none: the patches that have no target simply never activate. No crash, no warning, no hard dependency.
The trigger is the vanilla F3 flag, not any particular debug mod — so it works the same whether you use:
🟩 the vanilla debug screen
🟦 BetterF3
🟪 Enhanced F3
F3+F4, F3+T and the other vanilla combos keep working untouched.
📦 Install
Drop the jar in mods. That is all.
Client-side only — servers do not need it, and it never affects gameplay, only what is drawn on your screen.
🔧 Technical notes
For developers — skip this if you just want the mod
The frame-cost fix
Reignited HUD subscribes to RenderGuiOverlayEvent.Post and redraws its full HUD without filtering which overlay fired the event. With a typical overlay stack that is 15–20 full HUD passes per frame.
A @Pseudo mixin on its GuiWidget#renderOverlay lets only the hotbar Post through and cancels the rest: one render per frame, identical output.
Hiding, and why z-order made it necessary
Item icons are drawn by the item renderer at z + 200, far above the ~0 plane where debug-screen mods paint their text backgrounds. No amount of ordering on their side can win; the HUD has to be suppressed instead.
- Reignited HUD and JourneyMap →
@Pseudomixins,remap = false,require = 0, targetingjourneymap.client.event.handlers.HudOverlayHandler#onRenderOverlayand Reignited's widget renderer. Absent target = mixin silently inert. - Vanilla hotbar → a plain Forge event handler cancelling
RenderGuiOverlayEvent.PreforVanillaGuiOverlay.HOTBARatHIGHESTpriority.
Everything keys off Minecraft.getInstance().options.renderDebug, the vanilla flag — which is why any F3 replacement that toggles it is supported for free.
Cross-mod mixin pattern
Targeting another mod's classes is done by string — @Pseudo @Mixin(targets = "full.class.Name", remap = false) with require = 0 and "required": false in the mixin config — so a missing target is a no-op rather than a startup failure. That is what makes every patch here optional at runtime with no dependency declarations.
Built against Forge 47.3.0, Java 17, official mappings. No @Shadow anywhere.
📦 Source
The full source is on GitHub under the MIT licence — read it, build it, fork it, or open an issue.
github.com/doublescotch/f3-reignited-journey
Branches follow the target: 1.20.1/forge. Every dependency resolves from Maven, so a clone builds with gradlew build alone — there is nothing to download by hand. Reignited HUD, Tough As Nails and Thirst Was Taken come from the Modrinth Maven — Reignited HUD pinned by version id rather than number, because thirteen of its published files share the number 1.1.0.
MIT · by Hell_Kaiser
Issues and suggestions welcome.
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