kUI

Quick rating

kUI

No reviews yet

kUI is the shared interface layer behind the KALPE mods.

Mod Loaders
Fabric
Minecraft

Community voices

Reviews

Versions
Loading versions…
Match includes

Click once to include, again to exclude, again to clear

Rating Any
Any 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0
Min
Max
Play Status
Reviews
Time Played
hrs+
Verified developers only
Has developer response
List view
Grid view
Compact view
Sort by
Date
Rating
Helpful
Unhelpful
Edited
Sort ascending
Delete this review?

This removes your review from the project. You can write a new review after.

Review submitted for moderation

Your review has been sent to moderators, who will check that it meets our guidelines before it appears publicly.

No reviews yet. Be the first to review this project!

Get it on

Available Platforms

Compatibility

Supported Environments

Dev Environment
Client Required
Server Unsupported

About

Project Details

Type
Mod
License
KUI Licence
Latest Version
1.1.0+mc1.21.8
Authors

For authors

Embed Badge

If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.

Custom banner text
ModDex rating badge preview

Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.

Identifiers

Platform IDs

Modrinth ID

Resources

External Links

Source Issues Wiki Discord

About

Description

One screen to arrange every HUD in your game

Press K. Drag the hotbar somewhere better. Shrink the scoreboard. Hide the crosshair. Move a mod's card out from under your health bar. Close the screen, it stays that way.


Description

kUI is the shared interface layer behind the KALPE mods. Every HUD element from every kUI mod lands in one registry, draws through one render hook, and is arranged in one editor. Two mods can no longer drop their cards on top of each other, and the order things draw in is a number you control rather than an accident of which mod happened to load first.

Vanilla's HUD is in there too. The hotbar, health, hunger, armour, air, mount health, XP bar and level, held-item name, action bar, crosshair, title text, subtitles, boss bar, status effects, scoreboard, player list and chat can all be moved, resized and hidden — no mixins, no resource pack, and nothing stopping the game from putting them back exactly where they were.

The selection box around a vanilla element is measured, not guessed: kUI runs the element's own renderer against a throwaway state and takes the true bounds of what it drew. The box fits the scoreboard you actually have, with the lines it actually has.

In the editor

Drag Move anything
Scroll Resize
Ctrl + scroll Fade a mod's element
Right-click Show / hide
Middle-click Cycle an element's look, where it has more than one
Ctrl + click Multi-select, then group
Double-click Step inside a group to edit one member
Arrow keys Nudge 1px, or 10 with Shift

Grouped elements move as one — the hotbar and the bars welded to it come pre-grouped, because moving the hotbar without your health bar is almost never what anyone wants.

Elements you leave docked stack automatically into a lane at their corner, so they cannot overlap no matter how many mods you add. Drag one anywhere and it switches to free placement, stored as an offset from the nearest corner so it stays put when you resize the window.

One accent, everywhere

Pick a colour in the editor and every kUI mod follows it — panels, borders, highlights, HUD cards. Mods can carry their own accent where their identity matters, and you can override that too. Global UI scale, per-element scale and per-element opacity all live in the same place.

Your arrangement is stored in config/kui/layout.json, keyed by mod, so a mod you uninstall never disturbs the rest and any single element can be reset on its own.

Requirements

Fabric, client-side only. Needs Fabric API. Built for 1.21.8 and 1.21.11 — grab the file matching your version.

On its own, kUI gives you the vanilla-HUD editor. Install any mod built on it and that mod's elements appear in the same screen, arranged alongside everything else.

Development

Building a Fabric mod with a HUD? kUI hands you the registry, the layout engine, the editor, the theme and the drawing primitives, so you write the element and nothing else:

KuiMod.of("mymod", "My Mod")
      .accent(0xFF9B3D)
      .settings(MySettingsScreen::new)
      .element(new MyElement())
      .register();

That is the whole integration. Your element gets dragging, resizing, fading, grouping, z-ordering against other mods' elements, and a place in the shared editor — none of which you have to write, and all of which behaves identically to every other kUI mod on the profile.

Draw with Theme.accent(modId) and Draw.roundedCard instead of hardcoded colours and rectangles, and your HUD follows the user's chosen accent for free.

Full integration guide on GitHub →

Five steps, with copy-paste templates for the one fiddly part: handling the case where kUI is not installed. Declare it under recommends rather than depends, keep your dev.kui references behind a single gate class, and a player without the library gets a screen explaining what to install instead of a launch failure.

Licence

kUI is free to use and free to ship with. You may build on it, and you may redistribute it unmodified — including bundled inside your own mod — with no permission needed and nothing to pay.

What is not allowed is publishing a modified kUI, or publishing it under another name or as your own work. Patching your own copy privately, to debug or to prepare a fix to send upstream, is explicitly fine.

Copyright © 2026 KALPE. Full licence →

Screenshots

Gallery

This project has no gallery images yet.

Versions

Files

Relations

Project Relations

More like this

Similar Mods

Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.

On ModDex

Community snapshot

0
Ratings
0
Followers
0
In stacks

By the numbers

Statistics

<1,000
Downloads
Last Updated
CurseForge
Created
Last synced
When ModDex last fetched this project from CurseForge or Modrinth. Every project is re-checked on a schedule, and any project that ships a new file is synced automatically within hours of the release.
New file updates sync automatically
How syncing works