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VECTOR HUD

A cinematic, vector-drawn HUD: holographic terrain map, flight instruments, threat alerts, and fourteen switchable themes. Every instrument is geometry, not a texture.
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VECTOR HUD 2.4.0 (Fabric 1.20.3-1.20.4)

File namevector-hud-2.4.0-1.20.3-fabric.jar
Uploaded
Nov 9, 2026
Downloads
7
Size
1.3 MB
Mod Loaders
Fabric
File ID
9520461
Type
R
Release
Supported game versions
  • 1.20.4
  • 1.20.3

Curse Maven Snippet

Fabric

modImplementation "curse.maven:vector-hud-1641813:9520461"

Learn more about Curse Maven

What's new

VECTOR HUD 2.4.0

A new theme: FRIENDLY NEIGHBORHOOD — the orange calibration HUD of a homemade suit, where everything moves in steps.

Added

  • FRIENDLY NEIGHBORHOOD theme. Pick it on the theme screen (H) or with /vectorhud theme friendly. Black plates on the side edges, like a see-through black display: each panel is a black slab (74-85% dark, so a little of the view shows through) with light-grey type on it, and a sparse scatter of small characters (x / 0 o i 1) on the left is laid out in the shape of the Minecraft player model (head 8x8, body 8x12, arms and legs 4x12 each; one character per model pixel, with gaps that drift down slowly). The panels give off no light of their own, so they read on bright and dark backgrounds alike; orange only on what is live right now (calibration, tracking, lock). Nothing glides - every moving part snaps to a grid and moves in beats.
    • Stepping target box. Each target gets one box that walks to it in 75 ms steps, alternating a horizontal and a vertical move, so it closes in on a staircase path and changes shape on the way. The box follows the target's apparent size (bigger when closer) and keeps chasing it in steps while it moves. The main target shows its distance beside the box.
    • Calibration on boot. CALIBRATING 0-100% in 37 steps over 3.6 seconds, and the panels blink in one after another. It replays when you join a world or pick the theme.
    • Left side: WORLD / SERVER panel (ping, render distance, signal steps), SINGLEPLAYER / MULTIPLAYER, and a NEARBY list - biome with light and temperature, villagers within 48 m, the nearest mount (or MOUNTED), and the nearest player or your own tamed pet. Below it an EVENTS list, an altitude marker that steps along a vertical rule, and health, armour and food as columns of dots.
    • Right side: FPS and speed, COMBAT / LOCK / CLEAR with a blinking record dot, and a line-drawn street map - 37 x 37 cells of 2 blocks, drawing only height steps of 2 or more (leaves ignored), hostiles as orange dots, players as hollow squares, you as a square with an 8-way heading tick. Under a roof (caves, the Nether) it samples the floor instead of the sky, so tunnels read as corridors (FLOOR). Above the map: dimension, biome and X Y Z. Then FX / SPRINT / LOCK chips, a HAND panel, and RIGHT / LEFT bars for main- and off-hand durability or stack (red under 20%), plus a night-vision eye.
    • Top and bottom: a stepped compass tape with a heading box; along the bottom-left the XP level bar, the in-game clock, temperature, day count and ping.
    • Centre: speed dots, HEALTH n / n, a state word (CALIBRATING / ENGAGED / TRACKING / AIRBORNE / STANDBY), a stepped health bar, and a TRACKING box with the target's name, distance and health strip.
    • Reticle: a small hollow square with two satellites that jump every 0.42 seconds; red within 3 m reach.
    • Warnings tint the whole screen orange (stronger with severity, pulsing in four steps) with stepped corners and outlined boxes tagged CAUTION / WARNING / CRITICAL that open in four beats.
    • Status tiles, the radar altimeter (an AGL ladder in 25 steps with HURT / HALF / LETHAL marks), the instrument row, the hotbar (the selection walks in steps, durability in five steps), the scan bezel and the night-optics frame (stepped corners, NIGHT VISION / THERMAL / AUTO NIGHT VISION with a 10-step gain bar) are all redrawn in the same style.
    • Wording follows Minecraft (WORLD, SERVER, NEARBY, HAND …). No new data is collected - every value is the game's own, read on the client.
    • Not redrawn yet: the magnifier, the vehicle panel and the hit arc keep the standard look in this theme's colours.

Fixed (from 2.3.1, which was not released separately)

  • Night optics with shader packs (Iris / Oculus). Night vision did nothing while a shader pack was active. The optics now raise the shader pack's own night-vision input (no real effect is applied and nothing is sent to the server), and on Fabric 1.20.1-1.21.4, NeoForge 1.21.1 and Forge 1.20.1 the image-intensifier look is drawn on top of the shader pack's finished image. Thermal needs the world's depth, which a shader pack does not share, so under a shader pack Thermal falls back to night vision and says so once.
  • Auto night optics outdoors at night. Auto only switched on in caves and under roofs. It now accounts for the time-of-day darkness the way vanilla does (sun angle, rain, thunder), so Auto turns on in the open at night and off again at dawn.

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