Mods / Self-Recording Thermometer
- Tags:
- Author:
- Spoonail
- Side:
- Both
- Created:
- Dec 20th 2024 at 7:00 AM
- Last modified:
- Jun 5th at 2:03 AM
- Downloads:
- 20482
-
Recommended download (for Vintage Story 1.22.0-rc.1 - 1.22.3):
airthermomod_0.5.0.zip 1-click install
Overview
This mod adds a self-recording thermometer.
Once placed, it automatically records temperature at regular intervals (default: once per in-game hour).
You can right-click it to see a report of daily min/max temperatures.
Crafting
It can be crafted from any log, any metal nugget, and four sticks.
See 'Thermometer' page in the handbook for shape.
Features
Copying Data
Recorded data will be lost when a thermometer is broken, but you might want to move it a block or two without losing the data.
For this purpose, you can copy data between two thermometers.
- Right-click the source thermometer with a parchment or four dry grasses to create a recorded chart paper
- Right-click the destination thermometer with the recorded chart paper to copy data from the source
Warning: Don't break the source thermometer before step 2, or the step will fail and the source data will be lost.
Materials used for a recorded chart paper will be returned when used on a thermometer.
(This behavior is available even if the source and destination are the same, so if you accidentally created a recorded chart paper, just use it on the same thermometer again to get the materials back.)
Fahrenheit unit support
If you have FreedomUnits by BillyGalbreath (link to re-uploaded by FatherSarge) installed, the thermometer will display temperatures in Fahrenheit.
You can also enable it manually with this command:
.thermo unit f
To force Celsius, run this command:
.thermo unit c
Commands
Server side
/thermo force-sample-all
Forces the targeted thermometer to get temperature data over the entire retention period (one in-game year).
Client side
.thermo unit [u/unspecified/c/celsius/f/fahrenheit]
Changes the unitSetting value in the client-side configuration.
See the unitSetting description below for more details on each option.
Configuration
Server side
Path: VintagestoryData/ModConfig/airthermomod.json
samplingIntervalMinutes
Interval between temperature recordings in in-game minutes.
Client side
Path: VintagestoryData/ModConfig/airthermomod-client.json
unitSetting
Possible values: Unspecified/Celsius/Fahrenheit
* Directly editing this is not recommended. Please use the .thermo unit command to change the value.
Specifies which temperature unit to display.
When set to Unspecified, the thermometer uses Fahrenheit if a Fahrenheit unit mod (e.g. FreedomUnits) is enabled; otherwise, it uses Celsius.
Help/Contact
Please follow the Help / Contact Guide.
Insufficient bug reports in the ModDB comments will be deleted without notice.
Other Notes
- The thermometer recipe is intentionally simple to ensure it is accessible to early-game players. More immersive recipe/crafting is not planned currently, but feel free to patch the recipe or fork the mod source to suit your preferences.
- This mod can handle different days per month other than the default (9) properly, but changing it in an existing world might cause data inconsistency.
- I recommend breaking and re-placing your Thermometers after changing the setting, to avoid confusion
- Possible inconsistencies include:
- Thermometers contain records for a period shorter than (new) 1 year
- Will be filled over time
- Past temperatures no longer match the season
- This is because thermometers do not re-record past temperatures on the setting change
- New records will be correct
- Thermometers contain records for a period shorter than (new) 1 year
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.5.0 | airthermomod | 5133 | Apr 24th at 4:10 PM | airthermomod_0.5.0.zip | 1-click install | ||
| |||||||
| 0.5.0-rc.1 | airthermomod | 551 | Mar 13th at 1:28 AM | airthermomod_0.5.0-rc.1.zip | 1-click install | ||
(Tested: 1.22.0-rc.2) | |||||||
| 0.4.0 | airthermomod | 1090 | Mar 12th at 10:48 PM | airthermomod_0.4.0.zip | 1-click install | ||
(Tested: 1.21.6) | |||||||
| 0.4.0-rc.2 | airthermomod | 287 | Feb 20th at 12:33 PM | airthermomod_0.4.0-rc.2.zip | 1-click install | ||
| |||||||
| 0.4.0-rc.1 | airthermomod | 101 | Feb 18th at 10:09 PM | airthermomod_0.4.0-rc.1.zip | 1-click install | ||
| |||||||
| 0.3.0 | airthermomod | 4603 | Oct 17th 2025 at 12:30 PM | airthermomod_0.3.0.zip | 1-click install | ||
|
- Fahrenheit unit support Thank you for the contribution, FatherSarge | |||||||
| 0.2.0 | airthermomod | 2356 | Aug 16th 2025 at 11:27 AM | airthermomod_0.2.0.zip | 1-click install | ||
|
- Updated for VS 1.21 | |||||||
| 0.1.2 | airthermomod | 6361 | Dec 20th 2024 at 7:06 AM | Empty | airthermomod_0.1.2.zip | 1-click install | |




Thank you for the mod, this is super helpful!!
Hello!
I would really like to be able to set a maximum retention period for the history.
I would like to be able to view not only entries from the past year, but also from the past two or three years.
I would really appreciate it!
Alpaga Somebody asked me to add mercury to EM - would it be okay if I then also patched this thermometer to require this in crafting? (cinnabar could be hard to obtain). Or make it so you can use either alcohol + red dye, or mercury?
If I put this thermometer indoors, in a cellar, in a cave or in a greenhouse will it read the temperature inside there, or does it only read the local area outside always?
awesome, just what i needed! thanks for the mod :D
Just to clarify, the "Temperature: 20" log is not coming from this mod.
I rechecked the code and there is no logging like that, and anyone can verify this by searching for "Temperature:" or "Temperature" in the code, since it's public.
That log is a bit unusual, so I searched and found some similar cases on the VS Discord:
https://discord.com/channels/302152934249070593/454909656230526976/1397662608718565437
https://discord.com/channels/302152934249070593/454909656230526976/1397665355853467780
The second post suggests that the log comes from vanilla AiTaskBase class.
Some entity mod (since AiTask classes are used by entities) could potentially be related.
If you want to investigate this further, I recommend asking on the VS Discord #mods-general channel, where others may know the log.
Just in case, if by any chance you want to continue this topic with me, please use the cannels listed in the Help/Contact section.
ModDB comment is not so suitable for troubleshooting.
Shinji170981
love this mod. keep up the good work :)
I got every few minutes the following queries in the server console:
Temperature: 20
Temperature: 20
Temperature: 20
Temperature: 20
Temperature: 20
Temperature: 20
Temperature: 20
Even though the temperature was below or above 20°C and i don't have any other mod, which checks temperature.
That query also never showed up prior to installing your mod. Again, don't want to blame you or your mod for anything. It just wasn't a good fit in my case. Just want to make sure, that those queries stop showing up and dragging performance down. Sorry that i can't be more specific but my coding knowledge is extremely basic and i am just following the clues i can gather with my limited knowledge.
that said not sure how you concluded those temperature queries are from this mod
this mod doesn't log temperature access at all itself, and the game already has lots of things querying temperature
the original issue also sounds a bit odd
if temperature access from this mod mattered to the server, even vanilla blocks like farmland would already be problematic
Shinji170981
- Delete content in `VintageStoryData/Cache`
- Check `modPath` or `ModPath` in `VintageStoryData/clientsettings.json` and `VintageStoryData/serverconfig.json`, and make sure they have correct path to the `VintageStory/Mods` folder
these are just general troubleshooting steps, though
Quick question, we had some performance issue with the mod, every time it would query the server for the temperature, so we removed the mod and config folder again but i am still getting queries for the temperature in the console. Are there any specific remnants, which have to be removed separetly, beside the mod, the modconfig and the moddata? (Server is on 1.21.6)
Thanks a lot in advance.
would be nice if it was harder attainable
would be perfect if it could be the one of not many uses for alcohol (as its appliable even in real life) - nice motivation for brewing one
Recipe could include current wood + glass and alcohol inside
Thank you for sharing your work with us.
We tried to use this mod on a G-Portal server, but the server seems not to load it, and there is no message in the log.
Edit: The mod was loaded and seems to work, but there was no message to download it for clients.
Love this mod. Just saying. Thanks for making it.
ty :D
Hello, I wanted to know if the mod was functional and stable in 1.20.1 ?
Released v0.2.0, compatible with VS 1.21.
This should fix the crash on 1.21 (reported by Blacklands below)
just the mod I was looking for, thanks!
Just a warning that opening the UI for the thermometer crashes the game on all currently released v1.21 versions, due to (what looks like) changes to the GUI code in the game.
I opened a bug report for it already.
EDIT: The new version of the mod fixes it! :)
would this affect performance?
Neat mod and thanks for making @Spoonail
Awesome that is looks like its own weather station.
Any thoughts on adding other weather stats into the table
Maybe if summing the rain stop-start times and displaying as a % of total day length? Or keeping in 'theme', each minute it rains ~0.1mm?
Or % time wind was hurricane / light breeze strength
The rain data would be interesting to see if it has a pattern throughout the year and be useful for cropping.
Hey there, will this mod be updated?
I was wondering, in my world, I use the teleportation mod that creates random teleports on the surface that I use to have bases connected in various areas, and in each area, I place one of the Thermometers from this mod so I can keep records of the temperatures would it be possible that based on temperature the termomether have a page where it says like "Onions in this area should be planted from X to Z" based on the temp already colected so it only show the months that I have record for each of the crops in game???
Any way a client side, non-placed, version of this could be made so you can keep track of like... the last 5 days highs and lows as long as you were on to record them?
Spoonail thanks for your mod, this is quite handy :-).
To move the thermometer more easily, could it be possible to make it compatible with the CarryOn mod?
love this mod, I was wondering if there is a way to maintain the data when breaking the Thermometer, some times I want to move it but then I loose all the gathered data
I too would like to know how this handles the chunk being unloaded. Is the green/black area on the chart showing when its loaded? What does the force-sample-all command do?
Does this mod keep the chunk loaded where thermometers are located, does it 'wake up' the chunk on each tick or does it just only tick when the chunk is loaded? Also, would it be possible to have the data recorded to a book instead of just another thermometer using the data-copy feature?
I suddenly wish that there was mercury in vs
Hi and thx for your V.S. contribution. May i suggest you a possible improvement : Add a drop-down list of the suitable plants to be planted/grown for current day (luxury improvement : for each recorded day LOL)
Thanks for the feedback.
First, the temperature displayed by this mod is accurate* for the temperature that affects crops.
Of course, it's different from the temperature for calculating perish rate, and also from the temperature that affects player.
For example, you can warm up yourself by lighting a fire pit in a room, but you can't use that warmth to grow onions in winter, right?
As for displaying room temperature, further investigation and consideration would be needed.
It might make sense to display it on a separate page or in a distinct way to avoid confusion.
FYI, in a cellar, perish rate is calculated as if the temperature is the lower of 5℃ and outside temperature.
Even if the thermometer displayed that, you would see a flat graph of 5℃ in most cases, which might not be very helpful.
Additionally, perish rate is also affected by sunlight, so it doesn't perfectly align with temperature alone:
https://discord.com/channels/302152934249070593/418475092138393600/1329042789207375944
* Currently, greenhouse effect is ignored. Add +5℃ manually to the reading if you are placing the thermometer in a greenhouse.
Hi, I hope you can update this. There seems to be an issue, this mod, along with Status Hud, do not use the correct room temperature. For example, on the same floor, I have a smithing room, as well as my celler room. Both your mod and Status Hud, seem to be using some kind of Y-level based system or something, but does not follow the in-game celler room. You can use the Storage Vessel for example. I'm in my celler, and the food perish speed is in the teens/twenties (0.1-0.3), while a Storage Vessel in my smithing room shows all the stats close to 1.0 (0.9-1.1), or over. Therefore clearly, whether through an API, something isn't correct.
Essentially, I would like this mod to of course use the Y-level temp, but if in some kind of room, such as a celler, or non-celler room, to have the temp be specific to that room, than just the Y-level. If that is possible, which I hope it is.
Anyway, hope you can add something like this. Great mod, nontheless.
great mod. any way you could write the data to the handbook?
Tested on rc6 and worked fine.
If the issue occurs again, please post `client-main.txt` and `server-main.txt` logs to the mod forum (click the Homepage tab above).
Is it possible that something is different in RC6? My thermometers seemed to ignore right-clicks now.
Update: apparently the one in loading range was borked, the others are fine. I "broke" it and placed it back, now it works again although I did lose the data (which I got back with the force update).
is there a possible way to use this as a client side with UI to research areas and regions ?
Very excited to mess around with this. No more mental graphs.