CurseForge · Minecraft mod
FlexHUD
hud lib
Quick answer
Which FlexHUD release should I use?
flexhud-1.0+1.21.1-neoforge.jar targets 1.21.1 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.
Where it goes
Is FlexHUD required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does flexhud-1.0+1.21.1-neoforge.jar need?
flexhud-1.0+1.21.1-neoforge.jar. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add FlexHUD without breaking your instance.
Built for flexhud-1.0+1.21.1-neoforge.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use flexhud-1.0+1.21.1-neoforge.jar. It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside flexhud-1.0+1.21.1-neoforge.jar. It opens that exact file at the source.
About this project
What does FlexHUD add?
FlexHUD

An extensible HUD layout and rendering library built on NeoForge. It uses “RelativeRect + Anchor” to describe HUD element positions and sizes in a resolution‑independent way, provides an interactive config screen for drag/resize with constraints, and persists layout to client config while auto‑recomputing on screen size changes.
Goals
- Describe HUD element position and size via
RelativeRectandAnchorso layouts are stable across resolutions/aspect ratios. - Expose a simple registration API: implement
Layer#renderto plug in your custom HUD element. - Provide a visual configuration screen (
FlexHudConfigScreen): drag to move, resize with handles;ResizeModecontrols constraints (Free, Aspect, Horizontal, Vertical, Fixed). - Persistence and hot‑update: use NeoForge
ModConfigto store and sync positions; changes apply immediately at runtime.
Quick Start
Register a freely resizable Hotbar HUD element:
public class BuiltInFlexHud {
public static void registerHotbarHud() {
ResourceLocation id = FlexHudApi.HOTBAR_ID; // unique element ID
// Default relative rect: bottom-center anchor, width 182, height 22
FlexHudApi.RelativeRect defaultRelativeRect = new FlexHudApi.RelativeRect(
FlexHudApi.Anchor.BOTTOM_CENTER,
0, 0,
182, 22
);
// Render layer: draw using the computed absolute rect
FlexHudApi.Layer hotbarLayer = (rect, guiGraphics, deltaTracker) -> {
PoseStack pose = guiGraphics.pose();
pose.pushPose();
int screenWidth = guiGraphics.guiWidth();
int screenHeight = guiGraphics.guiHeight();
// Compute the vanilla hotbar default absolute rect from the default relative rect
FlexHudApi.Rect defaultRect = defaultRelativeRect.toAbsolute(screenWidth, screenHeight);
// Apply affine transform from defaultRect to the target rect for free move/scale
pose.mulPose(defaultRect.transform(rect));
((GuiAccessor) Minecraft.getInstance().gui).callRenderHotbar(guiGraphics, deltaTracker);
pose.popPose();
};
// Register with Free resize mode using the default relative rect and layer
FlexHudApi.INSTANCE.register(id, FlexHudApi.ResizeMode.Free, defaultRelativeRect, hotbarLayer);
}
}
At runtime, the library calls updateScreenDimensions() before rendering to convert each element’s RelativeRect into an absolute Rect for the current resolution and passes it to your Layer#render.
API Overview
FlexHudApi#register(ResourceLocation id, ResizeMode mode, RelativeRect defaultRect, Layer layer)- Register a HUD element; if a saved layout exists in config, it overrides the default.
FlexHudApi.Impl#updateElementRelativeRect(ResourceLocation id, RelativeRect newRect)- Update layout at runtime and persist; the config screen uses this.
FlexHudApi.Impl#updateScreenDimensions()- Recompute all absolute rects when screen size/aspect changes.
FlexHudApi.Layer#render(Rect rect, GuiGraphics g, DeltaTracker dt)- Render callback: draw using the provided absolute rect.
FlexHudApi.ResizeModeFree,Aspect(keep ratio),Horizontal,Vertical,Fixed.
FlexHudApi.Anchor- Nine‑grid anchors:
TOP_LEFT / TOP_CENTER / TOP_RIGHT / CENTER_LEFT / CENTER / CENTER_RIGHT / BOTTOM_LEFT / BOTTOM_CENTER / BOTTOM_RIGHT.
- Nine‑grid anchors:
FlexHudApi.RelativeRect- Fields:
anchor, offsetX, offsetY, width, height, useRelativeSize - Methods:
toAbsolute(int w, int h)to convert to absolute;fromAbsolute(Rect rect, Anchor a, int w, int h)to infer relative.
- Fields:
FlexHudApi.Rect#transform(Rect to)- Affine transform from source rect to target rect (translate + scale) to map existing drawing logic to the new position/size.
Visual Configuration
- Press
Alt + Hin game to openFlexHudConfigScreen. - Drag to move, resize with handles;
ResizeModedetermines constraints. - Changes are persisted to client config (NeoForge
ModConfig), e.g.:
[hud]
relative_rects = [
"flexhud:hotbar|BOTTOM_CENTER|-2.9042664|-37.03853|188.19147|22.961472|false"
]
Requirements
Minecraft 1.21.1NeoForge 21.x(e.g.21.1.213)Java 21
License
- MIT (see build script / project config).
Project description from CurseForge.
Pick your setup
FlexHUD by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
FlexHUD versions and loaders
flexhud-1.0+1.21.1-neoforge.jar
10 Nov 2025
Looking for an older file? The official CurseForge project page is in Resources.