← MobHealth ReForged

Permissions

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

That is the complete list.

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

Every mode but one.

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

Gated by operator level, not by node.

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

When a change actually takes effect.

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.