v2.1.3.3 - XiaoXiang Config Ext
Curse Maven Snippet
What's new
Xiaoxiang Config Extension — 2.1.3.3
Presets Work Now And The Previously Inert Scrollbars
You Can Save Your Settings As Presets
- Scroll bars that drag, a search bar on every container, an inventory that gathers itself and grows past vanilla, and a HUD position you pick from a grid.
🖱️ Every scroll bar can be dragged
The override tree had no scroll bar at all, and the pinned description windows drew one that did nothing when you grabbed it. Both are fixed, and so are five more that only answered the mouse wheel: the dropdown lists, the navigation panel, both halves of the pre-world perk screen and the theme picker. Every bar in the mod now drags, and the wheel still works everywhere it did.
🧰 The item picker adds slots, not counts
Double-click an item in the picker and it adds another slot of that item rather than raising the count on the one you already had — which is what the identity and loadout lists actually needed.
🔍 A search bar on every container
Your inventory, chests, furnaces, other mods' screens: a search box sits above each one. Type and the slots holding a match stay lit while the rest go dark. Click it or press the search key to type; Escape, Enter or a click elsewhere hands the keyboard back and keeps the text. While you are typing, no key reaches the screen, so a letter cannot close the inventory or swap your hotbar. Vanilla → Inventory → Search Bar On Every Container, on by default. The creative inventory keeps its own box.
🎒 Slots that gather, and rows past vanilla — inside the window now
With inventory slots limited, the slots you still have now close up and centre themselves instead of leaving holes: one slot sits in the middle of the grid, two sit side by side, a full set is exactly where the game puts it. The empty squares are painted over so only the slots that exist are drawn. Vanilla → Inventory → Slots → Gather The Slots You Have, on by default. A container's own slots are never moved.
The main grid can also continue below the three rows Minecraft draws — up to sixty extra rows — and the extra rows now sit inside the inventory window, directly under the usual three, with the hotbar beneath them, so the grid reads as one grid that is longer. The window grows by the rows shown; past what your screen has room for, the rows scroll — the wheel over them, or the bar in the window's right edge. Everything behind those rows is kept whole whatever the setting says, so turning rows off never loses what was in them — a row that no longer exists stays reachable until it is emptied.
Slots unlock one at a time now. Vanilla → Inventory → Slots → Slots You Always Have counts in slots, 0 to 27, beside the old rows setting; the smaller of the two wins, so a pack can start a player with five slots and let levels bring the rest.
🔍 Search by tag
The container search bar now takes #tag the way a storage mod's does:
#ingots lights every ingot whatever mod made it, #forge:ores the ores,
-#logs everything that is not a log. @mod and -word work as before, and
they combine.
🧭 Starting items no longer pile up on the identity card
An identity with a long starter kit used to squeeze its item icons together until they drew over each other. The grid keeps its spacing now, shows as many rows as fit under the description, and the rest scroll — the wheel over the grid, or the bar beside it.
📐 HUD position is a grid you click, and it moves the cultivation panel
UI → HUD → HUD Position is a three-by-three grid instead of two pixel numbers. Click a cell and that is where the base mod's cultivation panel — the one with the portrait, the realm name and the bars — goes: top left, top centre, top right; middle left, centre, middle right; bottom left, bottom centre, bottom right. The hovered cell's name shows beside the grid; the bottom row keeps clear of the hotbar.
It only applies with Use HUD Position switched on. Off — the default — the base mod places its own panel exactly as it always has. HUD X and HUD Y are now a small nudge in from the anchored edge.
The grid had been drawn as a plain text box in the last build: the setting is stored as a name, and the screen took a name for text. Fixed.
🖐️ Drag the HUD from the inventory screen
Press E and there is a small HUD button just outside the inventory window's top-right corner. It opens the game dimmed, with a rectangle where the cultivation panel is. Drag it. When you let go it snaps to the nearest of the nine places and names it; Done saves that place as the HUD Position and switches Use HUD Position on, so the panel is there from the next frame. Escape leaves without saving. (work in progress: dragging the Player Bars rows the same way.)
🧘 The base mod's cultivation panel is back where it belongs
The panel with the portrait and the realm name - the base mod's own - had been pushed to a spot a hundred pixels above the bottom of the screen, where it read as a stray bubble over the hotbar. It now draws exactly where the base mod puts it.
🗂️ Presets are a window
Preset on the bottom bar opens a window, the same shape as the item picker: every saved preset in a list, with Apply and Delete on each row, and Save current as... which asks you for a name. It used to apply the first preset it found without saying which, and Save Preset used to name them by the clock.
Presets are kept in a file now, too. They used to live only until the game closed.
🧹 Twelve settings that did nothing are gone from the screen
Ten element-position settings, the portrait size and one colour never had any effect on the screen, and now they are not offered. Their lines are left alone in the file for anyone who had them.
❤️ The hearts can now wait their turn
UI → Player Bars → Health gains one setting: Only Above This Much Health.
Player Bars could already turn the heart row into a bar with the figure written on it, in the hearts' own place, at the hearts' own width. What it could not do was wait. It was on or off, for twenty health and for twenty thousand alike.
Twenty hearts is not the problem. Two rows of hearts is readable — you can see three hearts missing without reading anything, which a bar cannot do. The problem starts further up, where the rows climb over the hotbar, over the chat, and over whatever you were trying to look at, and counting them stops being possible at all.
So set a number and the swap happens there:
onlyAboveMaxHealth = 40
40 is twenty hearts — two full rows. Below it you get vanilla's own hearts,
untouched. Above it you get the bar reading 12,480 / 18,000. 0 means always,
and 0 is the default, so the bar behaves exactly as it did before unless you
set a threshold yourself.
It governs the hiding as well as the drawing, so there is never a frame with the hearts gone and nothing in their place. Health only — hunger, armour and breath are always twenty, so they have nothing to outgrow.
🤝 And it stands down for other mods
Several mods replace the heart row, and two of them doing it on the same screen means two bars drawn on top of each other in the same place. Neither mod is wrong; they simply cannot see each other.
This one now asks the question of the frame rather than of a mod list: has anybody else already taken the hearts this frame? If so, the health row stands down and the rest of the HUD carries on as normal. That needs no mod names, no version checks and no agreement with anybody — it is right for whichever mod is doing it, including ones that do not exist yet, and it stops being true the moment they turn their own bar off.
Where to find it: UI → Player Bars → Health → Only Above This Much Health. Draw Bars In Place is what puts the bar where the hearts were.
🩺 Player Bars are on out of the box
Enable Player Bars now defaults to on, and the cultivation bar overlay defaults to off.
This is the one default that changes, and it is the one worth explaining. The bars existed to solve a problem you meet by playing: raise max health past a hundred and vanilla answers with rows of hearts climbing over the hotbar and the chat. Shipping the fix switched off meant the people who hit that problem were exactly the people who had no reason to go looking for a setting that would have prevented it.
A display that swaps itself out halfway through a save is one you have to learn twice, so it is better on from the first moment of a new world than turned on in the middle of one.
If you preferred the hearts, UI → Player Bars → Enable Player Bars turns the whole page back off and nothing else about your HUD moves.
⌨️ Typing in a value box works properly
Three fixes to the same box, all of them things you would hit within a minute of editing a number by hand.
Backspace and Delete. The search field was being offered the keystroke before the box you were actually typing in, so Delete went to the search and the value box never saw it. The box you are editing is asked first now.
It no longer rewrites the value on every keystroke. Clearing 1000 to type
250 used to pass 100, 10, 1 and then an empty box to the setting on the
way through — four values you never meant, each one applied. The value is read
when you finish, not while you are still typing.
Tooltips wait longer. The hover panel and its pinning now wait 2.5 seconds instead of 1.5, so passing over a row on the way somewhere else no longer opens a panel on top of what you were reading.
🇪🇸 Spanish joins the language cycle
The language button under the title now offers Spanish, alongside English and Brazilian Portuguese.
Every word of the screen itself is translated — all 21 tabs, all 103 sub-tabs, the groups, the buttons, the glossary keywords and all 1,534 setting names. The explanations behind a hover are still being written, and until they are finished they fall back to English rather than showing a blank or a raw key.
That split is now the rule rather than a one-off. No language is offered until every word drawn on the screen is translated in it — a screen you cannot navigate is worse than one you have to read twice — and the hover text is allowed to lag behind, measured and reported rather than quietly missing. Nine more languages are written and parked, and each joins the cycle the same way.
📄 A sources jar, and a note inside the jar
This mod has no additional files