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Head Items Data

If you want to create a GUI that displays player heads based on real-time server data, you can use one of the Head Items Data entries. These entries generate items dynamically based on current player information, making them perfect for social features, player lists, or interactive multiplayer elements.

Depending on what you want to achieve, you can use one of the following entries:

This entry displays the heads of all currently online players as items in the GUI. The heads are generated dynamically based on who is online at the moment the GUI is opened, making it perfect for displaying active player lists.

Key Features:

  • โšก Dynamic Generation: Updates automatically based on current online players
  • ๐Ÿ‘ฅ Real-time Data: Shows only players who are currently connected to the server
  • ๐Ÿ”„ Auto-scaling: Fills slots in order until all online players are displayed or slots run out
  • ๐ŸŽจ Customizable: Apply reference item properties to all generated heads

This entry displays the current playerโ€™s own head in the specified slots. Unlike the online players variant, this shows only the head of the player who opened the GUI.

Key Features:

  • ๐Ÿ‘ค Personal: Shows only the current playerโ€™s head
  • ๐Ÿ”ง Simple Setup: Easy to configure for personal profile sections
  • ๐ŸŽจ Customizable: Apply reference item properties to the generated head
  • ๐Ÿ“ Fixed Placement: Appears in all specified slots with the same head

Hereโ€™s a breakdown of the features in a table format:

๐Ÿ“Š View Feature Comparison Table

Head Items Data Entry Comparison

Choose the approach that best fits your project needs

โš™๏ธ Feature
๐Ÿ‘ฅ Player Heads (Online Players)
Dynamic
๐Ÿ‘ค Player Self Head
Personal
๐Ÿ“Š Data Source
All online players
Current player only
๐Ÿ”„ Dynamic Updates
Yes - changes with server population
Yes - skin of the current player
๐ŸŽฏ Slot Filling
Sequential (fills slots in order)
All specified slots
๐ŸŽฎ Use Cases
Profile sections, personal GUIs

Both entries generate their content dynamically when the GUI is opened:

  • Player Heads: If 5 players are online, you get 5 different heads. If 20 players are online, you get up to 20 heads (limited by available slots).
  • Player Self Head: Always shows the same playerโ€™s head, regardless of server population.

This means the GUI content changes automatically based on current server conditions without any additional configuration!

To use the Head Items Data entries, follow these steps:

  1. Create a GUI: Start by creating a new GUI Definition using the GUI-Utilities framework or use an existing definition if you already have one.

  2. Add a Head Items Data Entry: In the GUI Definition, add either the Player Heads or Player Self Head Items Data entry.

  3. Configure the Entry:

    • Reference Item (Optional): Set item properties that will be applied to all generated heads (name, lore, enchantments, etc.)
    • Slots: Define which GUI slots should display the heads
  4. Set up Slots:

    • For Player Heads: List slots in the order you want them filled (e.g., [10, 11, 12, 13, 14])
    • For Player Self Head: List all slots where you want the playerโ€™s head to appear
  5. Test the GUI: Open the GUI in Minecraft to see the heads displayed dynamically based on current server data.

Player Heads (Online Players):

  • Server member list GUI
  • Party or team selection interface
  • Social hub with active players
  • Multiplayer game lobbies
  • Player leaderboard displays

Player Self Head:

  • Personal profile sections
  • Player statistics displays
  • Inventory or ender chest type GUIs
  • Achievement or progression menus
  • Click Actions(Click to teleport to players, send messages, etc.)
  • Dynamic updates without GUI reloads
  • Show extra player data (rank, online time, stats, etc.)