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Mob Health Assistant [Lite] - Performance Entity Radar HUD BP

Lagless Script-powered entity radar & health HUD. Smart cluster grouping prevents screen spam. Optimized for small co-op worlds. (Beta APIs Required)
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Mob Health Assistant [Lite] - Performance Entity Radar HUD BP.mcpack

File nameMob Health Assistant [Lite] - Performance Entity Radar HUD BP.mcpack
Uploaded
Oct 18, 2026
Downloads
78
Size
5.0 KB
File ID
9239946
Type
R
Release
Supported game versions
  • 26.50
  • 26.40
  • 26.30
  • 26.20
  • 26.13
  • 26.12
  • 26.11
  • 26.10
  • 26.3
  • 26.0.02
  • 26.0
  • 1.21.132
  • 1.21.131
  • 1.21.130
  • 1.21.124
  • 1.21.123
  • 1.21.122
  • 1.21.121
  • 1.21.120
  • 1.21.114
  • 1.21.111
  • 1.21.101
  • 1.21.100
  • 1.21.94
  • 1.21.93
  • 1.21.92
  • 1.21.90
  • 1.21.82
  • 1.21.81
  • 1.21.80
  • 1.21.73
  • 1.21.72
  • 1.21.71
  • 1.21.70
  • 1.21.61
  • 1.21.60
  • 1.21.51
  • 1.21.50
  • 1.21.44
  • 1.21.43
  • 1.21.41
  • 1.21.40
  • 1.21.30

What's new

🚀 v1.0.1 - The Ultimate Performance Update

This patch delivers a massive architectural overhaul, completely solving asynchronous game-tick desyncs and crash vectors caused by Bedrock's garbage collection. We’ve also rewritten the aggregation rendering logic to optimize gameplay clarity in swarm battles, deep-cave expeditions, and ender-zone hunts.


🌟 Key Highlights & New Features

Smart Swarm Aggregation & Cluster Statistics

  • Merged Swarm Health Bars: When facing a cluster of the same mob type (e.g., a swarm of Zombies), the HUD now elegantly compresses them into a single, clean status bar. It dynamically displays combined health (Combined Current HP / Combined Max HP) alongside a cluster count indicator.
  • UI Counter Refinement: Upgraded the counter visual style for grouped entities from an multiplication sign to a cleaner addition sign (× âž” +), making swarm tracking more intuitive during chaotic fights. grouped_monsters
  • Executional Priority Sorting: Mobs are no longer sorted purely by proximity. The priority hierarchy has been upgraded: Personally Attacked Target (Lock-on) > Hostile State > Lowest Current HP (Execute Target) > Proximity. The HUD will now automatically pluck out and prioritize the lowest-health enemy in a group, highlighting your ideal execution/strike target.

Smart Threat Folding & Overflow Compression

  • Dynamic Threat Truncation: To completely prevent text line-breaking and Actionbar horizontal overflow in heavy swarm combat, the rendering pipeline now limits explicit individual trackers to 3 slots.
  • Excess Target Compression: Any excess distinct entity categories that transcend this allocation ceiling are dynamically culled and stacked into a backend accumulation buffer, outputting as a lightweight trailing token (e.g., [+Threat +2]) to keep your battlefield sightline clean and focused. Smart_Threat

Void Stealth & End-Zone Silence

  • Ender Boss Bar Protection: The HUD now automatically triggers a total radar cloaking mechanism the absolute moment you enter The End dimension.
  • Zero Interface Overlapping: This dedicated suppression layer forces the actionbar into complete silence, ensuring the mod never overlaps or conflicts with the vanilla Ender Dragon boss bar layout.

Official API Target Elevation: 1.12.0 âž” 1.14.0+

  • API Version Lock: The codebase has officially migrated from the unstable 1.12.0 early-Beta standard to the high-performance 1.14.0 (and up to 1.26.52+) official scripting sandbox.
  • Fixing Attacker Loss Bug: In the old 1.12.0 environment, Bedrock's engine suffered from a native glitch where attacking passive/neutral mobs (like Cows, Chickens, or Llamas) randomly returned an undefined damage source. By locking onto the 1.14.0+ API, the damagingEntity pointer is now strictly maintained. Passive animals will now flawlessly display their nameplates and dynamic health bars upon taking damage!

Multiplayer Co-op & Small-Team Optimization

  • Dynamic UI Multi-Threading Scaling: For local co-op, LAN worlds, and small dedicated servers (1-5 players), the script engine dynamically scales its interface rendering priority. When online player count is under 5, the HUD shifts from a high-frequency overload warning state (§e[!]) into a smooth, immersive tactical chevron frame (§6â—ˆ ... â—ˆ), freeing up UI refresh bandwidth.
  • Dimension Pooling Firewall: When multiple players are traversing different dimensions (e.g., Overworld, Nether) simultaneously, the script implements an aggressive Dimension Isolation Lock. In a single game tick, the high-cost getEntities() API is strictly throttled to only scan each active dimension once per tick, rather than per player.
  • Zero Bandwidth Shaking: This cross-dimension shared pooling completely protects the server's Main Thread TPS from choking when 1-5 players are exploring deep slate regions or sprinting through Nether fortresses at the same time.

Robust Memory & Async State Locking

  • Hardcoded Context Snapshotting: To completely bypass Bedrock's asynchronous game-tick physical engine fallback/crash bugs, the entityHurt event listener now instantly serializes and snapshots primitive types (playerId, targetId, dimensionInstance, and positional vectors) synchronously.
  • Global Reference Bridge: It no longer relies on closure variables inside delayed game-tick execution blocks. This completely prevents memory allocation errors where the player object context randomly detached or invalidated after a 1-tick delay.

Enterprise-Grade Garbage Collection

  • Zero Memory Leak Infrastructure: Added an aggressive memory purge listener via playerLeave. The moment a player disconnects from a Realm or high-population Multiplayer Server, all associated persistent high-dimensional closure caches (mhaHitTargets, mhaRenderCache, etc.) are physically formatted. This guarantees your 7x24 dedicated servers will maintain maximum TPS without creeping memory leak crashes. Void_Stealth

Bulletproof Name Parsing & Strict Type Safety

  • Array-to-String Crash Fix: Replaced all dangerous implicit array-to-string type coercion mechanisms (which caused entity name tokens to compile commas like "minecraft,cow") with strict, safe data indexing. Passive/neutral mobs (Cows, Chickens, Llamas) will now flawlessly display their nameplates and dynamic health bars upon taking damage without breaking the script pipeline.
  • Radar Silent Restoration: Thanks to the absolute elimination of unhandled script runtime errors inside the loop, the Radar Silent state (â—Ž RADAR SILENT â—Ž) will now consistently and smoothly render on the Actionbar when sneaking in non-combat mode, perfectly restoring stealth gameplay immersion.

🔧 Full Code Fix Log

  • Refactored the cluster display text format to replace the old multiplication sign with a cleaner addition counter indicator (× âž” +).
  • Implemented a smart threat truncation loop to compress overflow enemy categories into a trailing [+Threat +Count] tracker.
  • Established a strict structural blacklist filter to completely block Armor Stands from accidentally generating health bar interfaces.
  • Fixed an issue where attacking non-hostile passive animals failed to render health parameters due to strict type crashes.
  • Fixed a bug where sneaking indicators randomly vanished or locked up during gameplay.
  • Restructured the entity filtration firewall; lock-on targets now receive an overriding bypass card, allowing any injured creature to transcend vanilla hostile list requirements.
  • Relocated all actionBarText initialization arrays to the absolute head of the execution stack, safeguarding structural interface fallbacks.

💾 Compatibility Notice

  • Fully verified on Minecraft Bedrock 1.21.30 through 1.26.52+.
  • Requires Beta APIs experimental toggles enabled in world settings.
  • 100% stable on official Realms, private dedicated servers, and local singleplayer worlds.

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