My Hud Not Yours (MHNY)

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My Hud Not Yours (MHNY)

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A simple and easy but powerful HUD GUI Editor

QoL & Tweaks
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NeoForge
Minecraft

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Project Details

Type
Mod
Latest Version
myhudnotyours-1.4.jar

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About

Description

My HUD Not Yours

My HUD Not Yours is a client-side HUD editor. Bind Unlock HUD in Minecraft's Controls menu, open it in a world, select an element, and manipulate it directly.

The key is unbound by default.

Layouts save automatically to:

config/myhudnotyours/hud-layout.json

Player Workflow

  • Left-drag an element to move it.
  • Use the mouse wheel to change its independent scale.
  • Hold Ctrl while dragging to bypass snapping.
  • Hold Shift while dragging for fine movement.
  • Middle-click an element, or use Reset this element, to restore its original placement and rendering.
  • Use the element list to select overlapping, hidden, or conditionally visible elements.
  • Hidden and conditional elements retain draggable configured bounds in the editor.
  • Search elements by name, layer ID, namespace, or type.
  • Modified elements appear first in the element list with a yellow outline.
  • Lock to default completely excludes an element from HUD modification until unlocked.
  • Anchor elements to any screen corner, edge center, or center.
  • Anchor-relative offsets remain stable across resolution, aspect-ratio, fullscreen, and GUI-scale changes.
  • Every supported element provides Original and Hidden modes.
  • Data-linked bars additionally provide Custom and Boss Bar modes.
  • Elements can be independently shown or suppressed in creative mode.
  • Data-linked bars can hide themselves when empty or full.
  • Numeric fields support direct entry and mouse-wheel adjustment.
  • Color controls support a color wheel, hue and brightness adjustment, opacity, and direct #RRGGBB or #RRGGBBAA input.
  • Each bar remembers its most recently used colors.

The property panel is divided into:

  • Basic — mode, anchor, position, scale, source, dimensions, direction, and text.
  • Style — procedural and texture layers, colors, opacity, borders, and texture sizing.
  • Texture — Background, Frame, Filled, Empty, and Trail textures.
  • Trail — increase/decrease tracking, delay, catch-up duration, color, opacity, and texture.

Custom bars work without textures and start as complete procedural solid-color bars.

Texture Browser and Imports

The built-in texture browser can search the currently active Minecraft, mod, resource-pack, and imported textures.

Search matches namespaces, paths, and source-pack names. Texture previews include dimensions and animation state.

Import PNG opens the platform file picker and copies the selected image into:

config/myhudnotyours/textures/

A neighboring name.png.mcmeta file is imported with it when present.

Imported textures become available immediately without restarting the game or creating a resource pack.

Standard Minecraft animation metadata is supported, including:

  • Default frame strips
  • Explicit frame indices
  • Per-frame durations
  • Custom frame dimensions

Texture layers support:

  • Stretch
  • Tile
  • 9-slice with configurable left, top, right, and bottom margins

If a configured texture disappears, only that texture layer is skipped.

Semantic Bar Sources

Built-in sources include:

  • Health
  • Absorption
  • Armor
  • Hunger
  • Air
  • Experience progress
  • Mount health
  • Mount jump charge

Vanilla health, armor, hunger, air, experience, mount health, and mount jump layers are linked automatically.

A bar's data source can also be changed manually in the editor.

Conditional sources such as air or mount health do not render replacements while inactive.

Iron's Spells 'n Spellbooks

When Iron's Spells 'n Spellbooks is installed, its mana overlay receives full bar integration.

The mana layer supports:

  • Original
  • Custom
  • Boss Bar
  • Hidden

and exposes the source:

irons_spellbooks:mana

Visibility follows Iron's own mana-bar visibility rules.

Delayed Value Trail

Bars can display a delayed trail when their value changes.

Available modes are:

  • Off
  • Decrease Only
  • Increase Only
  • Both

The primary value updates immediately. The trail holds the previous value for the configured delay before smoothly catching up.

Repeated qualifying changes restart the delay while preserving the outer trail value.

HUD Discovery and Compatibility

My HUD Not Yours automatically discovers named NeoForge GUI layers and uses their stable layer IDs to identify HUD elements.

Unmodified elements remain visually untouched until explicitly changed in the editor.

Unknown mod HUD layers can often still be moved, scaled, hidden, and selected without dedicated compatibility code.

The full-screen vanilla camera_overlays layer is intentionally excluded. Effects such as the vignette, portal overlay, spyglass mask, freezing overlay, and helmet overlays are not treated as movable HUD elements.

The editor's debug information can show:

  • Layer ID
  • Namespace
  • Render path
  • Bounds
  • Classification
  • Data source
  • Render order
  • Observed texture atlases

Technical Limits

  • Mods that combine several widgets into one inseparable GUI layer are exposed as one composite element unless explicit integration is added.
  • Rendering performed outside normal GUI rendering paths may not provide an automatically detectable click region.
  • HUD rendering that is not exposed as an independently cancellable GUI layer cannot safely be controlled individually.
  • Generic opacity is not applied to arbitrary third-party original rendering. Custom bar layers support independent opacity.
  • Texture enumeration is performed only when the browser is opened, and large packs may contain many results.

These limitations do not prevent explicit integrations or additional semantic sources from being added later.

Configuration Resilience

Layouts preserve settings for temporarily missing mods, layers, and textures.

Newly discovered HUD elements are added without deleting unknown configuration.

Existing version-1 layouts are migrated automatically.

Stored layouts include element identity, placement, scale, mode, visibility, bar source and dimensions, styles, textures, colors, 9-slice settings, and trail configuration.

Screenshots

Gallery

  • Texture List for Bars
    Texture List for Bars
  • Bar Style Editor
    Bar Style Editor
  • Basic bar settings
    Basic bar settings
  • Trailing bar style editor
    Trailing bar style editor

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