
["General Settings"]
	#How close (in blocks) entities should be before TES starts tracking them
	#Range: 8.0 ~ 512.0
	entityTrackingDistance = 64.0
	#How frequently TES should clear out its tracking cache. Generally this should stay at default, but if you are noticing issues you can try adjusting it
	#Range: > 20
	cacheCleanFrequency = 400

["HUD Settings"]
	#Whether the TES HUD should be enabled or not
	hudEnabled = true
	#How close (in blocks) the player has to be to render a HUD for an entity under the crosshairs
	#Larger values may cost more performance
	#Range: 4.0 ~ 256.0
	hudTargetDistance = 64.0
	#How long (in ticks) after looking away from an entity before its HUD should stop rendering
	#Range: > 0
	hudTargetGracePeriod = 10
	#Whether the TES HUD should render the entity's image
	hudEntityRender = true
	#Select the health render type for the TES HUD
	#Options:
	#NUMERIC - Use numeric values for health only
	#BAR - Use a health-bar style render
	#COMBINED - Use a health-bar style render with numeric values overlaid
	#Allowed Values: NUMERIC, BAR, COMBINED
	healthRenderType = "COMBINED"
	#Set whether the TES HUD health bar should render bar-segments
	hudHealthBarSegments = true
	#Set how long the TES HUD health bar should be
	#Range: > 10
	hudHealthBarLength = 100
	#Set whether the TES HUD's entity icon should keep the red 'tint' entities get when the real entity takes damage or not
	hudEntityDamageTint = false
	#Whether the TES HUD should render the entity's name
	hudEntityName = true
	#Whether the TES HUD should render if the entity is a boss (they usually have their own boss bars)
	hudBossesEnabled = true
	#Whether the TES HUD should render the entity's armour and toughness
	hudArmour = true
	#Whether the TES HUD should render the entity's alignment icons
	hudEntityIcons = true
	#Whether the TES HUD should render the entity's effect icons
	hudPotionIcons = true
	#Set how opaque the TES HUD should be, overall. The lower the value, the more transparent the HUD will be
	#Range: 0.0 ~ 1.0
	hudOpacity = 1.0
	#Set how opaque the background behind the text on TES bars, if a render type is set that renders text
	#Range: 0.0 ~ 1.0
	hudBarFontBackingOpacity = 0.5

["In-World Bars Settings"]
	#Whether TES should do in-world entity status bars
	inWorldBarsEnabled = true
	#Whether the TES in-world HUD should be enabled for the player or not
	inWorldHudForSelf = false
	#When the TES in-world status bars should render
	#Options:
	#ALWAYS - Any entity currently visible
	#NEARBY_ONLY - Only entities nearby
	#DAMAGED_ONLY - Only entities that have less than full health
	#DAMAGED_AND_NEARBY - Only entities that are nearby and have less than full health
	#LOOKING_AT - Only the currently targeted entity
	#LOOKING_AT_AND_DAMAGED - Only the currently targeted entity, if it has less than full health
	#LOOKING_AT_NEARBY_AND_DAMAGED - Only the currently targeted entity if it is nearby and has less than full health
	#NOT_LOOKING_AT - Only when the entity isn't the one being rendered for the on-screen HUD
	#NOT_LOOKING_AT_AND_DAMAGED - Only if not the currently targeted entity, if it has less than full health
	#NOT_LOOKING_AT_NEARBY_AND_DAMAGED - Only if not the currently targeted entity, it is nearby and has less than full health
	#Allowed Values: ALWAYS, NEARBY_ONLY, DAMAGED_ONLY, DAMAGED_AND_NEARBY, LOOKING_AT, LOOKING_AT_AND_DAMAGED, LOOKING_AT_NEARBY_AND_DAMAGED, NOT_LOOKING_AT, NOT_LOOKING_AT_AND_DAMAGED, NOT_LOOKING_AT_NEARBY_AND_DAMAGED
	inWorldHudActivation = "DAMAGED_AND_NEARBY"
	#Select the bar render type for the in-game TES entity status HUD
	#Options:
	#NUMERIC - Use numeric values only
	#BAR - Use a health-bar style render
	#COMBINED - Use a health-bar style render with numeric values overlaid
	#Allowed Values: NUMERIC, BAR, COMBINED
	inWorldBarsRenderType = "BAR"
	#How opaque the TES in-world entity HUD should be.
	#Range: 0.0 ~ 1.0
	inWorldHudOpacity = 1.0
	#Set how long the TES in-world entity status bars should be
	#Range: > 10
	inWorldBarsLength = 50
	#Whether the in-world entity status bars should be segmented
	inWorldBarsSegments = true
	#Whether the in-world entity status HUD should render the entity's name
	inWorldHudEntityName = false
	#Whether the in-world entity status HUD should render the entity's armour values
	inWorldHudArmour = false
	#Whether the in-world entity status HUD should render the entity's alignment icons
	inWorldHudEntityIcons = false
	#Whether the in-world entity status HUD should render the entity's effects icons
	inWorldHudPotionIcons = false
	#Whether the in-world TES entity status HUD should override vanilla name rendering
	inWorldHudNameOverride = true
	#Set a manual vertical offset for the TES in-world HUD (in blocks) in the event of other mods doing overhead rendering
	#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
	inWorldHudManualVerticalOffset = 1.401298464324817E-45

["Particle Settings"]
	#Whether TES should do particles for various status changes such as damage dealt or health healed
	tesParticlesEnabled = true
	#How long (in ticks) TES particles should display for
	#Range: 5 ~ 200
	defaultParticleLifespan = 60
	#How many decimals the numeric TES Particles should round to
	#Or set to 0 to only use whole-numbers
	#Range: 0 ~ 8
	particleDecimalPoints = 1
	#Scale modifier for TES-Particles. The higher the value, the larger the particles
	#Range: 0.0 ~ 10.0
	particleScale = 1.0
	#Whether TES should do verbal health-status particles (E.G. INSTAKILL) in certain situations
	verbalHealthParticles = true
	#What colour the damage-type particles should be. Value can be a packed int, byte, or hex value. Format is ARGB
	#Range: > -2147483648
	damageParticleColour = -65536
	#What colour the healing-type particles should be. Value can be a packed int, byte, or hex value. Format is ARGB
	#Range: > -2147483648
	healParticleColour = -16711936

