Configuration Reference
Complete reference for every Loot Log configuration setting. All settings are stored in .minecraft/config/lootlog.json and apply client-side only.
Install YACL v3.3+ for a full in-game configuration screen. Open it from Mod Menu (Fabric) or the Mods list (Forge/NeoForge) -- no file editing required.
General
Control core HUD behavior: how long entries stay visible, how many can appear at once, and what pickup types to display.
| Setting | Type | Default | Range | Description |
|---|---|---|---|---|
displayDurationMs | long | 5000 | 500 - 30000 | How long each entry stays visible in milliseconds |
maxEntries | int | 10 | 1 - 30 | Maximum simultaneous entries on screen |
combineMode | CombineMode | ALWAYS | ALWAYS, NEVER, EXCLUDE_NAMED | Controls stacking of duplicate pickups |
showItems | boolean | true | -- | Show item pickups in the HUD |
showXp | boolean | true | -- | Show XP pickups in the HUD |
combineMode
Determines how the mod handles duplicate pickups:
ALWAYS-- Stack all duplicate pickups into a single entry with an incrementing count.NEVER-- Create a new entry for every pickup event, even duplicates.EXCLUDE_NAMED-- Stack duplicates except for items with custom names (renamed via anvil, lore, etc.).
Named items often carry unique enchantments or significance. Use EXCLUDE_NAMED to give them individual entries while still stacking generic pickups.
Position
Control where the HUD appears on screen and how entries are arranged.
| Setting | Type | Default | Range | Description |
|---|---|---|---|---|
anchor | HudAnchor | BOTTOM_RIGHT | TOP_LEFT, TOP_RIGHT, BOTTOM_LEFT, BOTTOM_RIGHT | Screen corner for the HUD |
xOffset | int | 5 | 0 - 500 | Horizontal distance from screen edge in pixels |
yOffset | int | 5 | 0 - 500 | Vertical distance from screen edge in pixels |
entrySpacing | int | 2 | 0 - 20 | Vertical gap between entries in pixels |
scale | float | 1.0 | 0.25 - 4.0 | Global HUD scale factor |
clampToScreen | boolean | true | -- | Prevent entries from rendering off-screen |
growthDirection | GrowthDirection | NORMAL | NORMAL, INVERSE | Direction new entries grow from the anchor |
growthDirection
NORMAL-- Entries grow away from the nearest screen edge. ABOTTOM_RIGHTanchor grows upward; aTOP_LEFTanchor grows downward.INVERSE-- Reverses the growth direction. Useful for placing the newest entry at the top or bottom regardless of anchor position.
Animation
Fine-tune entrance and exit animations for a polished feel.
| Setting | Type | Default | Range | Description |
|---|---|---|---|---|
fadeInMs | long | 300 | 0 - 2000 | Fade-in duration in milliseconds |
fadeOutMs | long | 500 | 0 - 2000 | Fade-out duration in milliseconds |
slideDistance | float | 220.0 | 0 - 500 | Horizontal slide distance in pixels for entrance animation |
fadeOutSlide | boolean | true | -- | Enable slide-out during fade-out |
verticalAnimSpeed | float | 0.3 | 0 - 1 | Vertical transition speed when entries shift. 0 = instant, 1 = slowest |
slideEasing | Easing | QUAD_OUT | QUAD_OUT, CUBIC_OUT, BACK_OUT, ELASTIC_OUT | Easing curve for the slide animation |
scaleEntrance | boolean | false | -- | Enable scale pop-in effect on entry appearance |
entranceScaleStart | float | 0.8 | 0.1 - 1.0 | Starting scale for the entrance effect (scales up to 1.0) |
staggerDelayMs | int | 0 | 0 - 500 | Delay between sequential entry appearances in milliseconds |
slideEasing
Each easing curve produces a different feel for the slide-in animation:
| Easing | Behavior |
|---|---|
QUAD_OUT | Smooth deceleration -- the default, natural-feeling stop |
CUBIC_OUT | Slightly sharper deceleration than quadratic |
BACK_OUT | Overshoots the target slightly, then settles back |
ELASTIC_OUT | Bouncy, spring-like overshoot with oscillation |
Start with the defaults. If the HUD feels too mechanical, try BACK_OUT for subtle overshoot. Use ELASTIC_OUT sparingly -- it draws attention.
Appearance
Control the visual style of each entry: backgrounds, text colors, layout, and formatting.
| Setting | Type | Default | Range | Description |
|---|---|---|---|---|
decoration | String | null | -- | Banner decoration preset name (e.g., "default_banner", "gilded", "ribbon") |
backgroundStyle | BackgroundStyle | BANNER | NONE, SOLID, TOOLTIP, TEXTURE, BANNER, FLAT | Background rendering style |
backgroundColor | int (ARGB) | 0xAA000000 | -- | Background color for SOLID and FLAT styles |
backgroundHPadding | int | 4 | 0 - 20 | Horizontal padding around content in pixels |
backgroundVPadding | int | 2 | 0 - 20 | Vertical padding around content in pixels |
maxNameWidth | int | 150 | 0 - 500 | Maximum item name width in pixels before truncation |
countColor | int (ARGB) | 0xFFAAAAAA | -- | Color for the pickup count text |
nameColorOverride | int (ARGB) | 0xFFFFFFFF | -- | Override color for item names (used when useRarityColors is false) |
showCount | boolean | true | -- | Show pickup count (e.g., +3) |
useRarityColors | boolean | true | -- | Color item names by rarity |
iconOnRight | boolean | true | -- | Place item icon on the right side of the entry |
textShadow | boolean | true | -- | Render text with a drop shadow |
showCountRight | boolean | true | -- | Show inventory total count on the right side |
animateXpColor | boolean | true | -- | Animate XP orb text color |
abbreviateCounts | boolean | true | -- | Abbreviate large numbers (e.g., 1500 becomes 1.5K) |
backgroundStyle
| Style | Description |
|---|---|
NONE | No background -- entries float directly on the HUD |
SOLID | Flat rectangle using backgroundColor |
TOOLTIP | Minecraft tooltip-style background with border |
TEXTURE | Custom 9-slice texture background |
BANNER | Multi-layer banner with body, accent, and decoration support |
FLAT | Simplified flat layout with configurable element order |
useRarityColors
When enabled, item names are colored according to their Minecraft rarity tier:
| Rarity | Color |
|---|---|
| Common | White |
| Uncommon | Yellow |
| Rare | Aqua |
| Epic | Pink |
Set useRarityColors to false and use nameColorOverride to apply a single uniform color to all item names.
Banner / Flat Layout
Configure element arrangement inside BANNER and FLAT background styles.
| Setting | Type | Default | Range | Description |
|---|---|---|---|---|
bannerElementOrder | String | "PICKUP_COUNT,NAME,ICON,TOTAL_COUNT" | -- | Comma-separated order of elements |
decorativeEdgeInset | int | 6 | 0 - 50 | Inset from banner edges for content placement in pixels |
iconToNameGap | int | 4 | 0 - 20 | Gap between icon and name in pixels |
nameToCountGap | int | 4 | 0 - 20 | Gap between name and count in pixels |
bannerElementOrder
Controls the left-to-right order of elements inside the entry. Provide a comma-separated list of these tokens:
PICKUP_COUNT-- The pickup count text (e.g.,+3)NAME-- The item or XP nameICON-- The item iconTOTAL_COUNT-- The inventory total (e.g.,x64)
Rearrange or omit tokens to customize the layout. For example, "ICON,NAME,PICKUP_COUNT" places the icon first and hides the total count.
Banner Body Layer
Configure the primary body texture layer of the banner background.
| Setting | Type | Default | Range | Description |
|---|---|---|---|---|
bodyAlpha | float | 1.0 | 0 - 1 | Opacity of the banner body layer |
bodyTint | int (ARGB) | 0xFFFFFFFF | -- | Tint color applied to the body texture |
bodyAnimSpeed | int | 4 | 0 - 100 | Animation speed for spritesheet body textures (ticks per frame) |
Banner Accent Layer
Configure the secondary overlay layer drawn on top of the banner body.
| Setting | Type | Default | Range | Description |
|---|---|---|---|---|
showAccent | boolean | true | -- | Show the accent/overlay layer |
accentAlpha | float | 1.0 | 0 - 1 | Opacity of the accent layer |
accentTint | int (ARGB) | 0xFFFFFFFF | -- | Tint color applied to the accent texture |
accentAnimSpeed | int | 4 | 0 - 100 | Animation speed for spritesheet accent textures (ticks per frame) |
accentXOffset | int | 0 | -50 - 50 | Horizontal offset for the accent layer in pixels |
accentYOffset | int | 0 | -50 - 50 | Vertical offset for the accent layer in pixels |
accentAnchor | AccentAnchor | ICON | ICON, CENTER, EDGE | Where the accent layer anchors relative to the entry |
accentAnchor
| Value | Behavior |
|---|---|
ICON | Accent is positioned relative to the item icon |
CENTER | Accent is centered within the entry |
EDGE | Accent is aligned to the entry edge closest to the screen border |
Effect Targeting
| Setting | Type | Default | Range | Description |
|---|---|---|---|---|
effectTarget | EffectTarget | ALL | ALL, ITEMS_ONLY, XP_ONLY | Which pickup types receive visual effects (glow, shadow, pulse) |
Use this to apply icon effects selectively. For example, set ITEMS_ONLY to add glow effects to item pickups while keeping XP entries plain.
Pickup Pulse
Animate existing entries when their count updates (e.g., picking up more of the same item).
| Setting | Type | Default | Range | Description |
|---|---|---|---|---|
pickupPulseEnabled | boolean | true | -- | Enable pulse animation on count update |
pickupPulseDurationMs | int | 200 | 50 - 1000 | Duration of the pulse animation in milliseconds |
Per-Element Pulse Strengths
Each element can pulse independently with separate scale and alpha intensity. Scale strengths range from 0 to 0.5 and alpha strengths range from 0 to 1.
| Setting | Default | Description |
|---|---|---|
pickupPulseIconScaleStrength | 0.05 | Icon scale pulse intensity |
pickupPulseIconAlphaStrength | 0.05 | Icon alpha pulse intensity |
pickupPulseNameScaleStrength | 0.05 | Name text scale pulse intensity |
pickupPulseNameAlphaStrength | 0.0 | Name text alpha pulse intensity |
pickupPulseTotalCountScaleStrength | 0.05 | Total count scale pulse intensity |
pickupPulseTotalCountAlphaStrength | 0.0 | Total count alpha pulse intensity |
pickupPulseBodyScaleStrength | 0.0 | Banner body scale pulse intensity |
pickupPulseBodyAlphaStrength | 0.0 | Banner body alpha pulse intensity |
pickupPulseAccentScaleStrength | 0.0 | Banner accent scale pulse intensity |
pickupPulseAccentAlphaStrength | 0.0 | Banner accent alpha pulse intensity |
pickupPulseOverallScaleStrength | 0.05 | Entire entry scale pulse intensity |
pickupPulseOverallAlphaStrength | 0.0 | Entire entry alpha pulse intensity |
A small scale pulse on the icon (0.05) gives satisfying visual feedback without being distracting. Increase pickupPulseOverallScaleStrength to make the whole entry "pop" on update.
Progress Bar
Display a thin bar that shrinks as the entry's display time elapses.
| Setting | Type | Default | Range | Description |
|---|---|---|---|---|
showProgressBar | boolean | false | -- | Show a progress bar indicating remaining display time |
progressBarColor | int (ARGB) | 0x80FFFFFF | -- | Color of the progress bar |
progressBarHeight | int | 1 | 1 - 3 | Height of the progress bar in pixels |
Icon Glow
Add a colored glow effect around the item icon.
| Setting | Type | Default | Range | Description |
|---|---|---|---|---|
iconGlowEnabled | boolean | false | -- | Enable glow effect around the item icon |
iconGlowColor | int (ARGB) | 0xAAFFFFFF | -- | Color of the glow |
iconGlowRadius | int | 3 | 0 - 8 | Radius of the glow in pixels |
iconGlowShape | IconShape | CIRCLE | CIRCLE, SQUARE, DIAMOND, ITEM | Shape of the glow |
iconGlowSoftness | float | 1.5 | 0.5 - 5.0 | How gradually the glow fades at its edges |
iconGlowPulseSpeed | float | 0.0 | 0 - 10 | Glow pulsing speed in oscillations per second. 0 disables pulsing |
iconGlowPulseMin | float | 0.5 | 0 - 1 | Minimum brightness during pulse |
iconGlowPulseMax | float | 1.0 | 0 - 1 | Maximum brightness during pulse |
iconGlowShape
| Shape | Description |
|---|---|
CIRCLE | Circular glow emanating from the icon center |
SQUARE | Rectangular glow matching the icon bounds |
DIAMOND | Diamond-shaped (rotated square) glow |
ITEM | Glow follows the actual silhouette of the item texture |
Icon Shadow
Add a drop shadow beneath the item icon for depth.
| Setting | Type | Default | Range | Description |
|---|---|---|---|---|
iconShadowEnabled | boolean | false | -- | Enable drop shadow under the item icon |
iconShadowColor | int (ARGB) | 0x80000000 | -- | Color of the shadow |
iconShadowOffsetX | int | 1 | 0 - 4 | Horizontal shadow offset in pixels |
iconShadowOffsetY | int | 1 | 0 - 4 | Vertical shadow offset in pixels |
iconShadowRadius | int | 1 | 0 - 4 | Shadow blur radius in pixels |
iconShadowShape | IconShape | ITEM | CIRCLE, SQUARE, DIAMOND, ITEM | Shape of the shadow |
iconShadowSoftness | float | 1.5 | 0.5 - 5.0 | How gradually the shadow fades at its edges |
Sound
Play a sound effect when an item is picked up.
| Setting | Type | Default | Range | Description |
|---|---|---|---|---|
soundEnabled | boolean | false | -- | Play a sound on item pickup |
soundId | String | "minecraft:entity.item.pickup" | -- | Minecraft sound resource location |
soundVolume | float | 0.5 | 0 - 1 | Sound volume |
soundPitch | float | 1.0 | 0.5 - 2 | Sound pitch |
The sound plays for every pickup event. In areas with heavy item drops (mob farms, mining), frequent sounds can become overwhelming. Consider pairing this with a higher displayDurationMs or using combineMode: ALWAYS to reduce the number of triggered events.
Filtering
Control which items appear in the HUD using blacklists and whitelists.
| Setting | Type | Default | Range | Description |
|---|---|---|---|---|
itemBlacklist | String list | [] | -- | Item IDs to hide (e.g., "minecraft:dirt") |
itemWhitelist | String list | [] | -- | If non-empty, only these items are shown |
modBlacklist | String list | [] | -- | Mod namespaces to hide (e.g., "minecraft") |
modWhitelist | String list | [] | -- | If non-empty, only items from these mods are shown |
Filter Priority
Filters are evaluated in the following order:
- Whitelist -- If a whitelist is non-empty, only matching items pass. Everything else is hidden.
- Blacklist -- If no whitelist is active, blacklisted items are hidden. Everything else passes.
Item-level filters (itemBlacklist, itemWhitelist) and mod-level filters (modBlacklist, modWhitelist) are evaluated independently. An item must pass both to appear in the HUD.
All color settings in Loot Log use ARGB hexadecimal format: 0xAARRGGBB. The first byte (AA) controls alpha (opacity), where FF is fully opaque and 00 is fully transparent. For example, 0xAA000000 is a semi-transparent black and 0xFFFF0000 is a fully opaque red.