Skip to main content

Configuration Reference

Complete reference for every Loot Log configuration setting. All settings are stored in .minecraft/config/lootlog.json and apply client-side only.

In-Game GUI

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.

SettingTypeDefaultRangeDescription
displayDurationMslong5000500 - 30000How long each entry stays visible in milliseconds
maxEntriesint101 - 30Maximum simultaneous entries on screen
combineModeCombineModeALWAYSALWAYS, NEVER, EXCLUDE_NAMEDControls stacking of duplicate pickups
showItemsbooleantrue--Show item pickups in the HUD
showXpbooleantrue--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.).
note

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.

SettingTypeDefaultRangeDescription
anchorHudAnchorBOTTOM_RIGHTTOP_LEFT, TOP_RIGHT, BOTTOM_LEFT, BOTTOM_RIGHTScreen corner for the HUD
xOffsetint50 - 500Horizontal distance from screen edge in pixels
yOffsetint50 - 500Vertical distance from screen edge in pixels
entrySpacingint20 - 20Vertical gap between entries in pixels
scalefloat1.00.25 - 4.0Global HUD scale factor
clampToScreenbooleantrue--Prevent entries from rendering off-screen
growthDirectionGrowthDirectionNORMALNORMAL, INVERSEDirection new entries grow from the anchor

growthDirection

  • NORMAL -- Entries grow away from the nearest screen edge. A BOTTOM_RIGHT anchor grows upward; a TOP_LEFT anchor 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.

SettingTypeDefaultRangeDescription
fadeInMslong3000 - 2000Fade-in duration in milliseconds
fadeOutMslong5000 - 2000Fade-out duration in milliseconds
slideDistancefloat220.00 - 500Horizontal slide distance in pixels for entrance animation
fadeOutSlidebooleantrue--Enable slide-out during fade-out
verticalAnimSpeedfloat0.30 - 1Vertical transition speed when entries shift. 0 = instant, 1 = slowest
slideEasingEasingQUAD_OUTQUAD_OUT, CUBIC_OUT, BACK_OUT, ELASTIC_OUTEasing curve for the slide animation
scaleEntrancebooleanfalse--Enable scale pop-in effect on entry appearance
entranceScaleStartfloat0.80.1 - 1.0Starting scale for the entrance effect (scales up to 1.0)
staggerDelayMsint00 - 500Delay between sequential entry appearances in milliseconds

slideEasing

Each easing curve produces a different feel for the slide-in animation:

EasingBehavior
QUAD_OUTSmooth deceleration -- the default, natural-feeling stop
CUBIC_OUTSlightly sharper deceleration than quadratic
BACK_OUTOvershoots the target slightly, then settles back
ELASTIC_OUTBouncy, spring-like overshoot with oscillation
tip

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.

SettingTypeDefaultRangeDescription
decorationStringnull--Banner decoration preset name (e.g., "default_banner", "gilded", "ribbon")
backgroundStyleBackgroundStyleBANNERNONE, SOLID, TOOLTIP, TEXTURE, BANNER, FLATBackground rendering style
backgroundColorint (ARGB)0xAA000000--Background color for SOLID and FLAT styles
backgroundHPaddingint40 - 20Horizontal padding around content in pixels
backgroundVPaddingint20 - 20Vertical padding around content in pixels
maxNameWidthint1500 - 500Maximum item name width in pixels before truncation
countColorint (ARGB)0xFFAAAAAA--Color for the pickup count text
nameColorOverrideint (ARGB)0xFFFFFFFF--Override color for item names (used when useRarityColors is false)
showCountbooleantrue--Show pickup count (e.g., +3)
useRarityColorsbooleantrue--Color item names by rarity
iconOnRightbooleantrue--Place item icon on the right side of the entry
textShadowbooleantrue--Render text with a drop shadow
showCountRightbooleantrue--Show inventory total count on the right side
animateXpColorbooleantrue--Animate XP orb text color
abbreviateCountsbooleantrue--Abbreviate large numbers (e.g., 1500 becomes 1.5K)

backgroundStyle

StyleDescription
NONENo background -- entries float directly on the HUD
SOLIDFlat rectangle using backgroundColor
TOOLTIPMinecraft tooltip-style background with border
TEXTURECustom 9-slice texture background
BANNERMulti-layer banner with body, accent, and decoration support
FLATSimplified flat layout with configurable element order

useRarityColors

When enabled, item names are colored according to their Minecraft rarity tier:

RarityColor
CommonWhite
UncommonYellow
RareAqua
EpicPink

Set useRarityColors to false and use nameColorOverride to apply a single uniform color to all item names.


Configure element arrangement inside BANNER and FLAT background styles.

SettingTypeDefaultRangeDescription
bannerElementOrderString"PICKUP_COUNT,NAME,ICON,TOTAL_COUNT"--Comma-separated order of elements
decorativeEdgeInsetint60 - 50Inset from banner edges for content placement in pixels
iconToNameGapint40 - 20Gap between icon and name in pixels
nameToCountGapint40 - 20Gap 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 name
  • ICON -- The item icon
  • TOTAL_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.


Configure the primary body texture layer of the banner background.

SettingTypeDefaultRangeDescription
bodyAlphafloat1.00 - 1Opacity of the banner body layer
bodyTintint (ARGB)0xFFFFFFFF--Tint color applied to the body texture
bodyAnimSpeedint40 - 100Animation speed for spritesheet body textures (ticks per frame)

Configure the secondary overlay layer drawn on top of the banner body.

SettingTypeDefaultRangeDescription
showAccentbooleantrue--Show the accent/overlay layer
accentAlphafloat1.00 - 1Opacity of the accent layer
accentTintint (ARGB)0xFFFFFFFF--Tint color applied to the accent texture
accentAnimSpeedint40 - 100Animation speed for spritesheet accent textures (ticks per frame)
accentXOffsetint0-50 - 50Horizontal offset for the accent layer in pixels
accentYOffsetint0-50 - 50Vertical offset for the accent layer in pixels
accentAnchorAccentAnchorICONICON, CENTER, EDGEWhere the accent layer anchors relative to the entry

accentAnchor

ValueBehavior
ICONAccent is positioned relative to the item icon
CENTERAccent is centered within the entry
EDGEAccent is aligned to the entry edge closest to the screen border

Effect Targeting

SettingTypeDefaultRangeDescription
effectTargetEffectTargetALLALL, ITEMS_ONLY, XP_ONLYWhich 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).

SettingTypeDefaultRangeDescription
pickupPulseEnabledbooleantrue--Enable pulse animation on count update
pickupPulseDurationMsint20050 - 1000Duration 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.

SettingDefaultDescription
pickupPulseIconScaleStrength0.05Icon scale pulse intensity
pickupPulseIconAlphaStrength0.05Icon alpha pulse intensity
pickupPulseNameScaleStrength0.05Name text scale pulse intensity
pickupPulseNameAlphaStrength0.0Name text alpha pulse intensity
pickupPulseTotalCountScaleStrength0.05Total count scale pulse intensity
pickupPulseTotalCountAlphaStrength0.0Total count alpha pulse intensity
pickupPulseBodyScaleStrength0.0Banner body scale pulse intensity
pickupPulseBodyAlphaStrength0.0Banner body alpha pulse intensity
pickupPulseAccentScaleStrength0.0Banner accent scale pulse intensity
pickupPulseAccentAlphaStrength0.0Banner accent alpha pulse intensity
pickupPulseOverallScaleStrength0.05Entire entry scale pulse intensity
pickupPulseOverallAlphaStrength0.0Entire entry alpha pulse intensity
tip

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.

SettingTypeDefaultRangeDescription
showProgressBarbooleanfalse--Show a progress bar indicating remaining display time
progressBarColorint (ARGB)0x80FFFFFF--Color of the progress bar
progressBarHeightint11 - 3Height of the progress bar in pixels

Icon Glow

Add a colored glow effect around the item icon.

SettingTypeDefaultRangeDescription
iconGlowEnabledbooleanfalse--Enable glow effect around the item icon
iconGlowColorint (ARGB)0xAAFFFFFF--Color of the glow
iconGlowRadiusint30 - 8Radius of the glow in pixels
iconGlowShapeIconShapeCIRCLECIRCLE, SQUARE, DIAMOND, ITEMShape of the glow
iconGlowSoftnessfloat1.50.5 - 5.0How gradually the glow fades at its edges
iconGlowPulseSpeedfloat0.00 - 10Glow pulsing speed in oscillations per second. 0 disables pulsing
iconGlowPulseMinfloat0.50 - 1Minimum brightness during pulse
iconGlowPulseMaxfloat1.00 - 1Maximum brightness during pulse

iconGlowShape

ShapeDescription
CIRCLECircular glow emanating from the icon center
SQUARERectangular glow matching the icon bounds
DIAMONDDiamond-shaped (rotated square) glow
ITEMGlow follows the actual silhouette of the item texture

Icon Shadow

Add a drop shadow beneath the item icon for depth.

SettingTypeDefaultRangeDescription
iconShadowEnabledbooleanfalse--Enable drop shadow under the item icon
iconShadowColorint (ARGB)0x80000000--Color of the shadow
iconShadowOffsetXint10 - 4Horizontal shadow offset in pixels
iconShadowOffsetYint10 - 4Vertical shadow offset in pixels
iconShadowRadiusint10 - 4Shadow blur radius in pixels
iconShadowShapeIconShapeITEMCIRCLE, SQUARE, DIAMOND, ITEMShape of the shadow
iconShadowSoftnessfloat1.50.5 - 5.0How gradually the shadow fades at its edges

Sound

Play a sound effect when an item is picked up.

SettingTypeDefaultRangeDescription
soundEnabledbooleanfalse--Play a sound on item pickup
soundIdString"minecraft:entity.item.pickup"--Minecraft sound resource location
soundVolumefloat0.50 - 1Sound volume
soundPitchfloat1.00.5 - 2Sound pitch
warning

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.

SettingTypeDefaultRangeDescription
itemBlacklistString list[]--Item IDs to hide (e.g., "minecraft:dirt")
itemWhitelistString list[]--If non-empty, only these items are shown
modBlacklistString list[]--Mod namespaces to hide (e.g., "minecraft")
modWhitelistString list[]--If non-empty, only items from these mods are shown

Filter Priority

Filters are evaluated in the following order:

  1. Whitelist -- If a whitelist is non-empty, only matching items pass. Everything else is hidden.
  2. 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.

Color Format

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.