One node. MobHealth deliberately defines one rather than one per display mode - which modes are active is a server config decision; which players are eligible for them is the permission.
The node
MobHealth uses NeoForge's PermissionAPI. With no permissions manager
installed, the node falls back to the default below. Install a manager with a NeoForge build
- LuckPerms, or
SableCraft Standards' own handler
- and it becomes manageable per player, group and rank with no extra setup on MobHealth's
side.
| Node | Type | Default | Controls |
|---|---|---|---|
| mobhealth.see | boolean | true (everyone) | Whether a player receives MobHealth displays. |
Deny it to hide MobHealth entirely from a rank - a guest group, a spectator rank, a hardcore world where health readouts are the point of the challenge.
/lp group guest permission set mobhealth.see false
/lp user Steve permission set mobhealth.see false
It is evaluated per player, not per mob, so a denied player sees nothing from any mob. Granting it back does not force a mode on: the server's config still decides which modes exist at all.
What mobhealth.see covers
| Display mode | Gated by mobhealth.see? | Notes |
|---|---|---|
| Chat | Yes | Checked per hit. |
| Action bar | Yes | Checked per hit. |
| Toast | Yes | Checked per hit. |
| Damage indicators | Yes | Checked per hit. |
| Boss bar | Yes | Checked per hit. |
| Graphical | Yes | Enforced client-side via the policy the server pushes - see Refresh timing below. |
| Nameplate | No | Cannot be hidden per player. |
Nameplates are the exception, and it is a Minecraft
limitation rather than an oversight. A nameplate bar is written into the
entity's custom name, which is a property of the entity and is replicated to
everyone who can see it. There is no per-viewer version of it. A player denied
mobhealth.see, or one who has run
/mobhealth toggle off, still sees nameplate bars. If you need a
rank to see no MobHealth output whatsoever, turn the nameplate mode off server-wide in
mobhealth-common.toml rather than relying on the permission.
Command permissions
| Command | Requirement | Level |
|---|---|---|
| /mobhealth toggle [on|off] | Anyone | 0 |
| /mobhealth reload | Operator / gamemaster | 2 |
These are not nodes, so a permissions manager cannot grant
them. LuckPerms can neither give /mobhealth reload to a
non-operator nor take it from an operator, because the check never reaches
PermissionAPI. Grant operator level 2 if someone needs it.
/mobhealth toggle is a personal mute. It is independent of
mobhealth.see - the permission decides whether a player
may receive displays, the toggle whether they currently want them - and
both must be satisfied. It persists across logout and death, and the same nameplate caveat
above applies to it.
Refresh timing
The server-side modes (chat, action bar, toast, damage indicators, boss bar) re-check
mobhealth.see on every hit, so
a permission change takes effect immediately.
Graphical bars are drawn by the client, so the server pushes each player their effective
permission as a policy packet. That happens on login,
on /mobhealth toggle, and on
/mobhealth reload. Changing a
player's mobhealth.see in LuckPerms mid-session therefore does not
reach their graphical bars until one of those occurs - run
/mobhealth reload after a permission change, or have them reconnect.
mobhealth.see exists only where
MobHealth is installed on the server. A client-only install against a vanilla
server has no node to check and no policy packet to receive, so the client's own graphical
bars and its config are the only controls in play. Nothing on this page applies to that
setup.