Top Down View Mod
Play Minecraft from a top-down perspective inspired by ARPGs like Path of Exile 2 or Diablo.
92 config settings
Build 1.20.1 · checked 13 September 2026
Config
- Arrival Distance: %.1f
arrival_threshold— Sets how close you need to get to consider the destination reached. Smaller values require more precision. - Rotation Threshold Angle: %d°
auto_align_angle_threshold— Auto-rotation starts when the angle between camera and movement direction exceeds this value. - Rotation Animation Speed: %.2f
auto_align_animation_speed— How quickly the camera rotates. Lower = slower, higher = faster.
Show all 92 settings
- Rotation Cooldown: %d ticks
auto_align_cooldown_ticks— Cooldown after auto-rotation before next rotation can occur (20 ticks = 1 second). - Auto Rotation: %s
auto_align_to_movement— Automatically rotate camera to movement direction after moving steadily in the same direction. - Baritone Goal Render: %s
baritone_render_goal— Toggles Baritone's goal marker visualization while click-to-move uses Baritone. Only takes effect when Baritone is installed. - Baritone Path Render: %s
baritone_render_path— Toggles Baritone's movement path visualization while click-to-move uses Baritone. Only takes effect when Baritone is installed. - Camera Pitch: %.1f°
camera_pitch— Sets the vertical looking angle of the camera. 90.0 is top-down (bird's eye), 45.0 is an angled view. - Rotation Animation Speed: %.2f
camera_snap_rotation_speed— How quickly the camera rotates during snap rotation. Lower = slower, higher = faster. - X Delay Time: %.2fs
camera_x_follow_delay— Camera X-axis follow delay in seconds. Higher values make the camera lag more when moving. - X Follow Delay: %s
camera_x_follow_delay_enabled— Enable delayed camera X-axis follow. Reduces motion sickness during movement. - Y Delay Time: %.2fs
camera_y_follow_delay— Camera Y-axis follow delay in seconds. Higher values make the camera lag more when jumping. - Y Follow Delay: %s
camera_y_follow_delay_enabled— Enable delayed camera Y-axis follow. Reduces motion sickness during jumps. - Z Delay Time: %.2fs
camera_z_follow_delay— Camera Z-axis follow delay in seconds. Higher values make the camera lag more when moving. - Z Follow Delay: %s
camera_z_follow_delay_enabled— Enable delayed camera Z-axis follow. Reduces motion sickness during movement. - Click-Position Placement: %s
click_position_placement_enabled— When enabled, the orientation of directional blocks (stairs, pistons, etc.) is determined based on the clicked position or side of the block, rather than your character's orientation. - Click to Move: %s
click_to_move— Toggles right-click to move and auto-attack functionality. §c* Currently has many bugs, such as bows not working. - Forward Shift: %d
cylinder_forward_shift— Shifts the culling center forward relative to the camera. - Horizontal Radius: %d
cylinder_radius_horizontal— Sets the horizontal culling range from the camera. - Vertical Radius: %d
cylinder_radius_vertical— Sets the vertical culling range from the camera. - Default Camera Distance: %.1f
default_camera_distance— Initial camera distance when enabling top-down view. Must be between minimum and maximum distance. - Default Enabled: %s
default_enabled— Automatically enable top-down view when the game starts. - Destination Highlight: %s
destination_highlight— Display a visual effect at the destination when clicking to move. - Transparency Threshold: %.2f
fade_block_hit_threshold— Only blocks with alpha above this value are hittable. 0.0 = All blocks hittable (off), 1.0 = Only fully opaque blocks - Boundary Fade: %s
fade_enabled— Toggles visual fading for blocks at the culling boundary. §c[Performance Impact: High] - Minimum Opacity: %.2f
fade_near_alpha— Minimum opacity for culled blocks. 0.0 makes them fully transparent, 1.0 makes them fully opaque. - Fade Start: %.2f
fade_start— Sets where the fade begins relative to the culling boundary. 0.0 starts near the camera, 0.9 starts close to the edge. - Fluid Alpha: %.2f
fluid_alpha— Transparency of fluids when translucent fluid rendering is enabled. 0.05 = nearly transparent, 1.0 = opaque. - Follow Delay While Mounted: %s
follow_delay_while_mounted— Toggle follow delay while riding a vehicle. When off, the camera follows instantly while mounted. - Auto-Jump: %s
force_auto_jump— Automatically climb blocks during click movement only. - Pitch Sensitivity: %.2f
free_camera_pitch_sensitivity— Vertical rotation sensitivity during free camera mode. - Yaw Sensitivity: %.2f
free_camera_yaw_sensitivity— Horizontal rotation sensitivity during free camera mode. - Head/Body Rotation: %s
head_body_rotation_enabled— Separate head and body rotation for realistic movement. Disable if ranged weapon mods aim incorrectly. - Ignore Leaves for Targeting: %s
ignore_leaves_in_raycast— Ignore leaf blocks during mouse targeting (block selection, click-to-move, etc.). * Holding a hoe or shears allows targeting and breaking leaves normally. - Prompt Scale: %.1f
interaction_prompt_scale— Adjust the size of the interaction prompt visual element. - Ladder Occlusion Alpha: %.2f
ladder_occlude_alpha— Transparency of ladder blocks (including support wall) when occluding the view. 0.0 = fully transparent, 1.0 = fully opaque. - Ladder Occlusion: %s
ladder_occlude_enabled— When a ladder blocks the camera-to-player line of sight, renders the entire ladder chain (including support wall) with the specified transparency. - Lock Top-Down View: %s
locked_top_down— Prevents switching back to first-person view. When enabled, F5 and the toggle key are disabled. - Max Camera Distance: %.1f
max_camera_distance— Maximum camera distance for zooming out. Higher values let you see further away. - Mining Forward Shift: %d
mining_cylinder_forward_shift— Shifts the mining mode cylinder center forward (in blocks). - Mining Radius: %d
mining_cylinder_radius— Cylinder radius for mining mode culling. - Mining Mode: %s
mining_mode_enabled— Enable mining mode functionality. When disabled, the mining mode key will not respond. - Camera Pitch: %.1f°
mining_mode_pitch— Sets the camera vertical angle during mining mode. 90.0 is top-down, lower values give an angled view. - Vision Cone Culling: %s
mob_cone_culling_enabled— Hides mobs that are outside the player's vision cone (similar to a flashlight). Mobs smoothly fade out at the cone boundaries. - Vision Cone Fade Angle: %.1f°
mob_cone_fade_angle— Sets the angle range over which mobs fade out at the boundaries of the vision cone. - Vision Cone Half Angle: %.1f°
mob_cone_half_angle— Sets the half-angle of the vision cone. Smaller values result in a narrower field of view. - Mob Culling: %s
mob_culling_enabled— Hide mobs that are above the player's feet and grounded. Decorative entities (ItemFrame, Painting, ArmorStand) are always culled. - Mob Max Render Distance: %.1f
mob_fog_end— Sets the maximum distance at which mobs are visible. Mobs beyond this distance are completely hidden. - Mob Proximity Radius: %.1f
mob_near_radius— Sets the radius within which mobs are always visible, regardless of the vision cone direction. - Mob Opacity: %.2f
mob_translucency_alpha— The alpha value (opacity) used for translucent mobs. 0.0 is fully invisible, 1.0 is fully opaque. - Mob Translucency: %s
mob_translucency_enabled— Toggles translucency support for mob models. - Placement Preview: %s
placement_preview_enabled— Shows a translucent ghost block preview when holding a block item and looking at a surface. Only works in top-down mode. - Preview Transparency: %.2f
placement_transparency— Sets the transparency of the placement preview. 0.1 = nearly invisible, 0.9 = nearly opaque. - Player Near Translucency Alpha: %.2f
player_near_translucency_alpha— Minimum alpha value for translucent blocks near the player. 0.0 is fully transparent, 1.0 is fully opaque. - Player Near Translucency: %s
player_near_translucency_enabled— Toggles translucency rendering for blocks near the player. - Translucency Horizontal Radius: %s
player_near_translucency_range_horizontal— Horizontal radius of translucency around the player (in blocks). 0 targets the player's column only. - Translucency Vertical Height: %s
player_near_translucency_range_vertical— Height range of translucency upwards from the player's feet (in blocks). 2 covers feet and head. - Player Screen Offset: %.1f
player_screen_offset— Shifts the camera's look-at point along the view direction. Positive = player appears higher, Negative = player appears lower. - Protect Natural Tree Logs: %s
protect_natural_tree_logs— Prevent naturally generated tree logs from being culled (kept visible). Logs placed by players as building materials are NOT protected. * Detects trees via leaves with persistent=false (natural generation). * Only log trunks are protected; leaves are still culled normally. - [TEST] Axe Range: %.1f
range_axe— Set attack range when wielding an axe. - [TEST] Empty Hand Range: %.1f
range_empty_hand— Set attack range when unarmed. - [TEST] Range Warning: %s
range_indicator_enabled— Highlight targets outside attack range in red. - [TEST] Other Range: %.1f
range_other— Set attack range for other items. - [TEST] Pickaxe Range: %.1f
range_pickaxe— Set attack range when wielding a pickaxe. - [TEST] Shovel Range: %.1f
range_shovel— Set attack range when wielding a shovel. - [TEST] Sword Range: %.1f
range_sword— Set attack range when wielding a sword. - Reach Distance: %.0f
reach_distance— Maximum reach distance in blocks when Reach Override is enabled. Vanilla default is around 4.5 blocks. Higher values allow targeting farther blocks. - Reset
reset— Reset all settings to default values. - Rotation Step: %s
rotate_angle_mode— Sets the snap interval for horizontal camera rotation. - 90°: Axis-aligned only - 45°: Isometric diagonal view support - 15°: Freer rotation - Reach Override: %s
screen_reach_enabled— Extend player reach to cover the entire screen. When enabled, you can target and interact with any block or entity visible on screen. Disable to use vanilla reach distance. - Direct Wheel Zoom: %s
scroll_only_zoom_enabled— Enable camera zoom with mouse scroll wheel alone (no modifier key required). When disabled, Alt + Scroll is required to zoom. - Interaction Prompt: %s
show_interaction_prompt— Shows a target bracket, block name, and interaction key icon when hovering over interactable blocks like chests, doors, etc. - Prompt Shadow: %s
show_interaction_prompt_shadow— Toggles the drop shadow of the interaction prompt. - Spatial Prompt: %s
show_spatial_prompt— Shows a '?' icon over nearby unopened chests, crafting tables, and other key blocks even when not hovered (visible through walls). - Sign Text Display: %s
sign_hover_display_mode— Sets the mode for displaying the text of a sign when hovered with the cursor. - Display Scale: %.1f
sign_hover_scale— Changes the display size of the sign hover text (both 3D Name Tag and 2D Tooltip). - Show All Interactable Blocks: %s
spatial_prompt_all_blocks— If enabled, shows spatial prompts for all interactable blocks (doors, buttons, etc.). If disabled, limits prompts to containers and key utilities. - Spatial Prompt Radius: %.1f
spatial_prompt_radius— Sets the radius to scan for nearby interactable blocks to display spatial prompts. - Sprint Distance: %.1f
sprint_distance_threshold— Automatically sprint when the destination is at least this far away. - Stability Angle: %d°
stable_direction_angle— Angle tolerance to consider movement direction as stable. Lower values require more precision. - Stability Duration: %d
stable_direction_ticks— Time required to maintain stable direction before auto-rotation triggers. - Stair Detection Height: %d
staircase_exclusion_height— Vertical range (in blocks) above the player's feet for staircase detection. Stair blocks within this height become candidates for occlusion transparency. - Occlusion Alpha: %.2f
staircase_occlude_alpha— Transparency of staircase blocks when occluding the view. 0.0 = fully transparent, 1.0 = fully opaque. - Staircase Occlusion: %s
staircase_occlude_enabled— When a staircase blocks the camera-to-player line of sight, renders the entire staircase with the specified transparency. - Target Glow: %s
target_glow_enabled— Apply glow effect to targeted mobs. - Hitbox Expansion: %.1f blocks
target_hitbox_expansion— Hitbox expansion amount while target is locked. 1.0 = 1 block in all directions. Too large may cause accidental clicks. - Lock Duration: %d ticks
target_lock_duration— Duration to expand a clicked mob's hitbox. 0 to disable, 120 ticks = 6 seconds. Makes re-clicking easier even when the cursor moves off the mob. - Target Lock: %s
target_lock_enabled— Temporarily expands a clicked mob's hitbox. - FOV: %d°
top_down_fov— Sets the field of view (FOV) during top-down view. Works independently from first-person FOV setting. Lower values = narrow (zoom in), Higher values = wide (zoom out) - Translucent Fluid: %s
translucent_fluid— Renders fluids (water, lava) in culled areas as semi-transparent instead of removing them entirely. - Tree Occlusion Alpha: %.2f
tree_occlude_alpha— Transparency of tree log blocks when occluding the view. 0.0 = fully transparent, 1.0 = fully opaque. - Tree Occlusion: %s
tree_occlude_enabled— When a natural tree log blocks the camera-to-player line of sight, renders it with the specified transparency. Requires "Protect Natural Tree Logs" to also be enabled.
Requires
| Mod | Needed | Versions |
|---|---|---|
topdown_view |
required | 1.20.1 |
oculus |
required | [1.6,) |
Download Links
- modrinth.com modrinth.com/mod/top-down-view
- Issues github.com/TATUNOKO00122/Top-Down-View/issues
- Homepage github.com/dev-f4m24hve/topdown_view