HUD editor¶
Open it with the open hud editor button under appearance → hud in the menu, with /fkdr hud, or by pressing = (HUD → EditKey, = by default).
Every element is drawn at real size with placeholder content so you can see what you are placing.
An element's panel grows at once when its text gets longer and shrinks only after a short pause, so a number that keeps changing does not make it twitch.
- Drag an element; it keeps the grab point under the cursor.
- Snapping engages within 4 px of a screen edge, the two centre lines, and other elements' near and far edges. The guide it snapped to is drawn so you know why it stopped.
- Resize an element by dragging one of its corner handles diagonally; the opposite corner stays where it is. A size that lands close to 100% snaps to exactly 100%, so the original is easy to find by hand. Scrolling the wheel over an element still steps its size. 0 puts the element back to 100%. Each element keeps its own size (50–250%), shown in a readout above it.
- Right-click an element to toggle it off.
- Background opacity, per element: click an element to pick it, and a slider appears under its size readout. Dragging it changes only the grey backing behind that readout. The text, the colour bar and the accent edge stay as solid as they were. Every element starts at follow the HUD's own
Opacity, so nothing changes until you move one; right-click the slider to put it back to following. - Notifications: turning a module on or off shows a short card in the
notificationselement (bottom-right by default) instead of a chat line. Move or resize it like any other element; switch it off and toggles go back to chat. - R resets the whole layout from inside the editor; Esc closes it.
- The layout saves once, when you close the editor. It is kept apart from your config, so resetting the config does not scatter your HUD.
/fkdr hud resetputs every element back at its home position.
Elements¶
| element | home | from |
|---|---|---|
watermark |
top-left | HUD module |
modules |
top-right | HUD module, the enabled-module list |
ping |
bottom-left | Ping module |
notifications |
bottom-right | module on/off cards, packet-loss notifications, friend message and request cards, and the alert cards of Alerts when its Show is set to them |
threat |
left | Threat report: the lobby threat card (score, tier, a bar and the strongest players; HudRows sets how many) |
rush |
left | SmartTarget (Bed Wars only) |
timers |
right | Timers |
media |
bottom-left | now playing: what your music app is playing, with its cover, the time and (while a fkdr screen is open) shuffle, back, play and skip. See Render |
height limit |
left | HeightLimit: blocks left to the map's build height |
stats table |
top-left | Stats with OverlayStyle on Other or Both |
murder roles |
left | MurdererFinder |
target hud |
right of the crosshair | TargetHud |
| script elements | wherever you put them | any script calling hud.add |
Look and feel¶
The HUD module (on the menu's appearance tab) owns the font and panels: Font, FontWeight, SmoothFont, TextSize, Panels, Opacity (the backing every element follows until you give one its own), plus the Watermark and ModuleList switches, the module list's look (row boxes, order, animation) and the now playing card, whose settings have their own appearance → music page. The theme page sets the five colours every element and the menu use, and the Interface module's AccentMode sets how the accent moves. See Interface & HUD.
A layout survives a change of resolution or GUI scale.