PingOverlay 图标

PingOverlay

作者:rebot | 分类:模组

价格:0 墨喵币 下载量:0 点赞:0 版本 1.0.1
本资源为搬运资源,原资源地址: https://modrinth.com/mod/pingoverlay
资源信息

Minecraft 版本: 26.1 26.1.1 26.1.2

平台: fabric

资源介绍

Ping Overlay

See every player's latency right on their nametag.

Please note this does not work on all servers due to missing certain permissions.

Ping Overlay is a lightweight client-side Fabric mod for Minecraft 1.21.11 that appends each player's ping in milliseconds to their nametag, with clear color coding so you can read connection quality at a glance.

Features

  • Client-side only (no server install required)
  • Shows ping as [Xms] next to player nametags
  • Color-coded quality display:
    • Green: low ping
    • Yellow: medium ping
    • Red: high ping
  • In-game settings screen from the pause menu
  • User-editable config file support
  • Cached ping updates (3-second refresh interval) for low overhead
  • Keeps vanilla nametag behavior and visibility rules

In-Game Configuration

You can change ping thresholds without editing source code:

  • Open the pause menu (Esc) and click Ping Overlay Settings
  • Set:
    • Green max ms
    • Yellow max ms
  • Save and continue playing

If you prefer manual config, edit:

config/ping-overlay.json

How Colors Work

  • Green if ping is less than or equal to greenMaxMs
  • Yellow if ping is above greenMaxMs and less than or equal to yellowMaxMs
  • Red if ping is above yellowMaxMs

Example: if you want red to start at 120+, set yellowMaxMs to 119.

Performance

Ping values are cached and refreshed every 3 seconds per player, reducing repeated lookup work while keeping values current.

Compatibility

  • Minecraft: 1.21.11
  • Mod Loader: Fabric
  • Environment: Client

Why Use This Mod?

  • Quickly spot laggy players in PvP or co-op
  • Easy to tune thresholds for your server or region
  • Minimal impact and clean vanilla-style integration

Notes

  • Ping display is only available when ping data is provided by the client network player list (typical multiplayer behavior)
  • Singleplayer/integrated worlds do not represent real network latency the same way as remote servers
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