- A HUD module draws live information, coordinates, FPS, combat stats, directly over the game view, with no menu required to see it.
- It's read-only: a HUD never automates actions or changes game mechanics, only how information already available to the player gets displayed.
- Different clients name it differently. Juul calls it HUD, Fan and Tenacity call the same concept HUDMod.
- Because it never touches game logic, a HUD carries roughly the same risk profile as Minecraft's own F3 debug screen: none.
A HUD module is an on-screen overlay that shows live stats, things like coordinates, FPS, or combat info, directly over the game view while you play. There's no menu to open and nothing to click. The numbers are just there, updating in real time, the same way vanilla Minecraft's own interface elements sit on screen without asking for input. It's a display feature, and a fundamentally different kind of module from a client's interactive Click GUI settings menu.
How it works
A HUD renders its elements every frame, layered on top of the normal game view the same way vanilla's hotbar or hunger bar is. Nothing about it depends on a menu being open. The information just stays visible while you move, fight, or build, refreshing at whatever rate the rest of the game is rendering at.
What actually shows up varies by client, but the recurring set is coordinates, an FPS counter, and combat-related info the player would otherwise have to check some other way, by pausing to open F3, for instance. None of it is new data. A HUD just takes numbers the game already exposes and puts them somewhere you don't have to stop playing to see.
That's also what separates it from a Click GUI. A Click GUI is the interactive menu you open to browse and configure a client's modules, it takes input, and it requires being opened. A HUD takes no input at all. It draws information and gets out of the way, running continuously in the background of ordinary gameplay rather than as a screen you navigate.
HUD vs Click GUI
| HUD | Click GUI | |
|---|---|---|
| Takes input | No | Yes |
| Visible during play | Always, by default | Only when opened |
| Purpose | Display live stats | Configure modules and settings |
| Closest vanilla equivalent | The F3 debug screen | The options / pause menu |
The convenience case is straightforward. Keeping coordinates, FPS, or combat info in view at all times saves you from repeatedly opening a menu or the debug screen to check the same numbers, and during a fight specifically, having that info already on screen means less time spent looking away from what's actually trying to kill you.
Where this fits in Opal
Opal doesn't currently ship a module called HUD under that exact name. Overlay-style info display is a staple of the visual category across utility clients generally, so if a persistent stats readout is the deciding factor for you, it's worth checking any client's current module list directly rather than assuming naming lines up.
FAQ
No. A HUD module only displays information, coordinates, FPS, combat stats, and so on. It doesn't automate anything or change how the game behaves, so it carries no more risk than Minecraft's own F3 debug screen.
A Click GUI is the menu you open to browse and configure a client's modules. A HUD is what's left on screen once that menu closes: a passive readout that takes no input and just sits there showing you numbers.
Coordinates, an FPS counter, and combat-related info are the common ones. The exact list and how much you can customize varies by client.
Juul calls its version HUD. Fan and Tenacity ship the same idea under the name HUDMod. Different name, same job.
Barely. It's drawing a handful of extra text and shapes on top of a frame that's already rendering, not running a separate system. Any cost is small next to normal gameplay rendering.