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Background Styles

Loot Log supports 6 background styles, each with different visual characteristics and configuration options.


Style Overview

StyleDescription
NONENo background — text and icon render directly on the game HUD
SOLIDFlat colored rectangle behind each entry
TOOLTIPVanilla Minecraft tooltip style with dark background and purple border
TEXTURECustom texture rendered using 9-slice scaling for any entry width
BANNERMulti-layer textured banner with body and accent layers — the default style
FLATSolid color extending from the screen edge, similar to banner layout

NONE

No background is rendered. Useful for minimal overlays or when using icon effects alone.


SOLID

A simple colored rectangle behind each entry.

SettingDefaultDescription
backgroundColor0xAA000000ARGB color. Default is semi-transparent black
backgroundHPadding4Horizontal padding (0–20 px)
backgroundVPadding2Vertical padding (0–20 px)

TOOLTIP

Renders the vanilla Minecraft tooltip background — dark purple with a border gradient. No additional settings beyond padding.


TEXTURE

Uses a custom texture with 9-slice rendering, allowing it to scale to any entry width without distorting the borders.

How 9-Slice Works

The texture is divided into a 3x3 grid using the sliceBorder value. Corners render at their exact pixel size, edges stretch along one axis, and the center stretches in both directions. This means borders stay crisp at any popup width.

┌──────────┬────────────────┬──────────┐
│ Corner │ Top Edge │ Corner │
│ (fixed) │ (stretched) │ (fixed) │
├──────────┼────────────────┼──────────┤
│ Left │ Center │ Right │
│ (stretched) (stretched) │(stretched)│
├──────────┼────────────────┼──────────┤
│ Corner │ Bottom Edge │ Corner │
│ (fixed) │ (stretched) │ (fixed) │
└──────────┴────────────────┴──────────┘

Settings

FieldTypeDefaultDescription
background.textureStringBuilt-in popup_bg.pngNamespaced texture path
background.textureWidthInteger16Source PNG width in pixels
background.textureHeightInteger16Source PNG height in pixels
background.renderModeStringNINE_SLICENINE_SLICE for scalable rendering, STRETCH for simple stretch
background.sliceBorderInteger4Border size in pixels for 9-slice regions

Animated Texture Backgrounds

Texture backgrounds can use spritesheet animation. Frames are stacked vertically in the PNG, and you specify timing in the animation block:

{
"background": {
"style": "TEXTURE",
"texture": "mypack:textures/gui/animated_bg.png",
"textureWidth": 32,
"textureHeight": 128,
"renderMode": "NINE_SLICE",
"sliceBorder": 4,
"animation": {
"type": "spritesheet",
"frames": 4,
"frameTimeMs": 150,
"interpolate": true
}
}
}
FieldTypeDescription
animation.typeStringAlways "spritesheet"
animation.framesIntegerNumber of frames in the vertical spritesheet
animation.frameTimeMsIntegerMilliseconds per frame
animation.interpolateBooleantrue = cross-fade between frames, false = hard cut
tip

For creating your own textures from scratch, see the Custom Textures Guide for format requirements, resource pack setup, and complete examples.


The default and most visually rich background style. Banners support two independent texture layers — a body and an accent — each with their own tint, opacity, animation, and positioning.

Layer Structure

LayerPurposeDefault Texture
BodyMain background stretching the full widthbanner_body.png
AccentOverlay/decoration layer with independent positioningbanner_accent.png

Body Settings

SettingDefaultRangeDescription
bodyAlpha1.00–1Body layer opacity
bodyTint0xFFFFFFFFTint color applied to body texture
bodyAnimSpeed40–100Spritesheet animation speed (ticks per frame)

Accent Settings

SettingDefaultRangeDescription
showAccenttrueShow/hide the accent layer
accentAlpha1.00–1Accent layer opacity
accentTint0xFFFFFFFFTint color applied to accent texture
accentAnimSpeed40–100Spritesheet animation speed
accentXOffset0-50–50Horizontal offset
accentYOffset0-50–50Vertical offset
accentAnchorICONAnchor point: ICON, CENTER, or EDGE

Built-In Decorations

NameDescription
default_bannerStandard banner with body and accent layers
gildedGold-accented decoration with gilded overlay
ribbonRibbon-style body with ribbon accent
tip

Set a decoration with the decoration config key or per-item via background.decoration in override JSON. Decorations are presets that configure both layers automatically.

Custom Layers via Overrides

You can define entirely custom banner layers in override JSON instead of using a decoration preset. Each layer has independent texture, positioning, tint, animation, and opacity:

{
"background": {
"style": "BANNER",
"layers": [
{
"texture": "lootlog:textures/gui/lootlog/banner_body.png",
"sourceHeight": 12,
"tint": "FFB9F2FF",
"alpha": 0.9
},
{
"texture": "lootlog:textures/gui/lootlog/banner_accent_animated.png",
"sourceHeight": 10,
"frames": 4,
"animSpeed": 4,
"anchor": "ICON"
}
]
}
}

Layer Fields

FieldTypeRequiredDefaultDescription
textureStringYesNamespaced path to the texture PNG
sourceHeightIntegerYesHeight of one animation frame in pixels
framesIntegerNo1Number of animation frames (vertically stacked in PNG)
tintStringNoFFFFFFFFHex color tint applied to the texture (RGB or ARGB)
alphaFloatNo1.0Layer opacity (0.0–1.0)
animSpeedIntegerNo0Animation speed factor — 0 = static, higher = slower
xOffsetIntegerNo0Horizontal pixel offset from anchor
yOffsetIntegerNo0Vertical pixel offset from anchor
visibleBooleanNotrueShow or hide this layer
anchorStringNoEDGEPositioning anchor: EDGE, ICON, NAME, or COUNT

Anchor Points

AnchorDescription
EDGEAligned to the banner's decorative edge — best for full-width body layers
ICONAligned to the item icon position — best for highlight accents
NAMEAligned to the item name text
COUNTAligned to the count text

Layer Animation

Animated layers use vertical spritesheets. Frames cross-fade automatically based on animSpeed:

animSpeedTime per frameUse case
0Static (no animation)Standard textures
150msVery fast shimmer
4200ms (default)Smooth animation
8400msSlow pulse
201000msVery slow cycle

For a complete guide on creating your own textures and spritesheets, see the Custom Textures Guide.

Element Order

In banner and flat modes, you can reorder the HUD elements:

SettingDefault
bannerElementOrderPICKUP_COUNT,NAME,ICON,TOTAL_COUNT

Valid elements: PICKUP_COUNT, NAME, ICON, TOTAL_COUNT


FLAT

Similar layout to banner mode but with a solid color background that extends from the screen edge. Uses the same element ordering and layout settings as banner mode.

SettingDefaultDescription
backgroundColor0xAA000000ARGB color for the flat background