Made by oxi-does-dev. Its authors own it and answer for it. Not made or endorsed by the Horizon project. Mod policy
HUD+ is one configurable HUD for Horizon, with an in-game drag-and-drop layout editor.
Every module has four views: Minimal, Compact, Standard and Full. Standard follows the module's own switches; the other three are presets. A profile picks a view for all modules: Minimal gives Minimal, PvP gives Compact, the rest give Standard.
Vanilla page in the editor.Settings open as one compact, scrollable panel on the right: General, every module, Vanilla HUD and tooltips are on a single screen, the world stays visible, and each module has its view, anchor, scale, background, border and module-specific options inline. Five profiles (Default, Minimal, PvP, Builder, Streamer) and six themes set everything at once. H opens the layout editor, N settings, V the vanilla layout page; /hudplus on|off|layout|settings|reset|profile|theme also work. Configuration lives in config/hud_plus.json.
HUD+ only draws. It has no network code, no packets, no second process and no movement, attack or use calls; check_client_only.py scans every source for them and CI fails the build if one appears. A wire-level audit (tools/packet_audit.py) records a stock Horizon client and the HUD+ build on the same fresh server behind a decoding proxy, and the two captures match packet for packet. The mod is compiled into the client (not a file in mods/), and a client-only HUD is never named in horizon:mod_list. It is provided as is under the MIT licence, without warranty; players are responsible for checking that a server's rules allow the modules they turn on.
Native mod: the launcher builds it into the game on the pinned Horizon Nightly. Uses the saturation art of squeek502/AppleSkin (Unlicense).
A native mod is Rust code that the launcher compiles into a game of its own, the Native mods instance. It is not sandboxed: it can do anything you can on this computer. The launcher builds it only after a warning that names it, and a reviewer read its source before it was listed. Read the source yourself before you build it. How native mods work
42026-11-06 · for Minecraft 26.3 · made on Horizon f42ef42
Four views for every module — Minimal, Compact, Standard and Full. Standard keeps the module's individual switches; the other three are presets, so one row under N makes a module tiny, tidy or exhaustive. Profiles pick a view for all modules (Minimal gives Minimal, PvP gives Compact, the rest Standard).
Also adds an Off setting for effect timers and a separate inventory-grid switch (Minimal keeps only the hotbar), tightens the held/armour rows for the compact views, drops the full-screen sleep overlay from the Vanilla page because there is nothing to move or scale in it, and makes snap-to-grid move modules around their own default offset so dragging one back restores its exact default position.
Settings now open as one compact, scrollable panel on the right instead of a list of module pages: General, every module, Vanilla HUD and Tooltips are on a single screen, the world stays visible behind it, and each module keeps its own switches inline. Clicking a row on the Vanilla page now selects the widget actually under the pointer (the list treated its header as a row), Subtitles start where the captions are drawn and move and scale with the rest of the vanilla HUD, and a configuration change made from chat reaches the HUD immediately. AppleSkin keeps its icons on the vanilla hunger bar when the food numbers make the box wider, and centres those numbers over the icons.