Mob Health Assistant [Lite] - Performance Entity Radar HUD BP.mcpack
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 (
×➔+), making swarm tracking more intuitive during chaotic fights.
- 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.
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
1.12.0early-Beta standard to the high-performance1.14.0(and up to 1.26.52+) official scripting sandbox. - Fixing Attacker Loss Bug: In the old
1.12.0environment, Bedrock's engine suffered from a native glitch where attacking passive/neutral mobs (like Cows, Chickens, or Llamas) randomly returned anundefineddamage source. By locking onto the1.14.0+API, thedamagingEntitypointer 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 (§6◈ ... ◈), 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
entityHurtevent 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
playerobject 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.
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 (
×➔+). - 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
actionBarTextinitialization 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.
This mod has no additional files

