Mob_Health_Assistant_Lite_1.0.2_BP.mcpack
What's new
Mob Health Assistant [Lite] & DeepMine Navigation - v1.0.2 Changelog
Thank you for supporting the MHA series! In the brand-new v1.0.2 update, we have completely overhauled the rendering and coexistence framework for both packs. Our core mission for this version is: Perfect coexistence out of the box, delivering the stunning "Combat + Mining" Dual-Display HUD whether the Inter-Pack API is enabled or not!
💡 Key Feature: All-New "Dual-Display HUD" Mechanism
To provide the ultimate visual experience without cluttering your screen, we rewritten the ActionBar rendering logic. The two packs now merge seamlessly depending on your setup:
1️⃣ Dual Packs Coexistence • NO API Required 【Native Environment-Complementary Dual-Display】

- 📸 IMAGE 1 • NETHER DUAL-DISPLAY MODE (NO API)
- Caption: True native fusion! Notice how the HUD automatically maintains and renders both the creature health stats (Piglin/Hoglin) and the vital Nether navigation coordinates on a single line concurrently.
- Smart Type Aggregation & Counting: When surrounded by hordes of the same enemy species, the radar no longer clutters your screen. It dynamically aggregates their total health and adds a clean +Count suffix.

- 📸 IMAGE 2 • COMPACT ENEMY AGGREGATION (+1 Suffix)
- Caption: Clutter-free scaling! When encountering multiple Skeletons, the radar dynamically compresses the UI and tracks them seamlessly as "Skeleton +1" to save screen estate.
- Smart State Evading: In the Overworld, if no API signal is detected, the combat radar will completely silence itself when the player is sneaking and safe. This hands over the premium ActionBar space to your mining radar or native UI, fixing the annoying HUD flickering bugs from older versions.
2️⃣ Dual Packs Coexistence • WITH API Enabled 【Low-Level Data Stream Merging】
- Asynchronous mha:combat_push Pipeline: Activating the API upgrades the cooperation from "polite dodging" to "deep fusion." The combat radar utilizes native script events (scriptevent) to securely push data packets directly into the mining radar's receiving pipeline.
- Central Command UI Stitching: The combat radar completely yields its independent setActionBar control. The mining radar acts as the central processor, elegantly stitching the mob health bar and mining coordinates together using the §7| delimiter, offering a 0-latency, 0-flicker ultimate setup!
🛠️ General Bug Fixes & Dimensional Support
- The End Dimension Combat Support: After careful re-evaluation, entity health bars will now display normally during combat in The End! While ambient idle radar scanning remains cleared to guarantee baseline TPS stability against massive multi-stage boss entity structures, striking any targets in the End dimension (including the Ender Dragon or Endermen) will dynamically invoke their health stats onto your HUD interface.

- 📸 IMAGE 3 • THE END DIMENSION BOSS HIT-REGISTRATION
- Caption: Combat verified in the End! Striking the Ender Dragon or hostile Endermen will now safely override the performance safety lock to render accurate, beautiful health indicators.
- Smart Radar Silence Indicator: When the player initiates stealth mode (Sneaking) under absolute safety conditions (no wounded enemies or active threats nearby), the HUD transitions into a peaceful ambient prompt.

- 📸 IMAGE 4 • STEALTH MODE "RADAR SILENT" INDICATOR
- Caption: Stealth immersion. Crouching in a secure environment flawlessly activates the cyan "RADAR SILENT" indicator, yielding complete priority back to the vanilla game environment.
- Teleport Dynamic Flush: Upgraded the shared dimension cache (mhaDimCache). Instant world switching or long-distance teleports now trigger a split-second double flush, completely preventing stale data from bleeding into your new world's HUD.
- Memory Leak Fixed: Subscribed to playerLeave events. When a player logs off, all their target maps, dim caches, and render buffers are wiped clean from global memory immediately.
📌 Update Summary
Version 1.0.2 of MHA Lite features a completely reworked Actionbar rendering architecture. In native, high-performance environments supporting 1–5 players, it flawlessly achieves the ultimate dual-display on a single screen—with “battle health bars + mining navigation”—without any flickering, regardless of whether players have enabled the cross-component API.
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