Mods / HealthBar

Tags:
QoL
Authors:
StachoPL, KnewOne
Side:
Client
Created:
Apr 28th 2025 at 12:00 PM
Last modified:
Mar 8th at 11:42 AM
Downloads:
18015
Follow Unfollow 320
Latest release (for Vintage Story 1.21.0-pre.1 - 1.21.6, potentially outdated):
healthbar_1.4.0.zip  1-click install
For testers (for Vintage Story 1.22.0-rc.1):
healthbar_1.4.1.zip  1-click install

HealthBar Mod

 

A lightweight, client-side mod that shows every creature’s health in a clean, game-style bar above the head.
The bar scales with distance, changes colour as HP drops, animates smoothly when damage is taken, and features a subtle dark background with a stone-frame border that fits the Vintage Story aesthetic.

Note that the healthbar is currently only showing the currently selected mob. Meaning the one you hover over and which is in range of that hover.

 


Features

Feature Details
Stylish pixel bar Stone-frame border, dark backdrop, colour-shifting fill (green → yellow → red).
Distance-aware scaling Bar and text shrink as you step back, keeping the HUD tidy.
Smooth damage animation Fill slides to the new value instead of snapping.
Fade-in / fade-out Appears only when you target the entity, then fades out.
Configurable everything Colours, thresholds, size, fade speed, vertical offset… all in JSON.
Tiny footprint Pure client mod. Safe to add or remove at any time.

 

⚙️Configuration

Please use Configlib. Alternatively:

Edit the file VintagestoryData/ModConfig/HealthBar.json.
Every entry is optional – delete a line to restore its default value.

Key Default Description
Enabled true Enable or disable the health bar display.
TargetOnlyHealthBar false Show healthbar only for the current target. Limited range and not affected by DisplayRange.
DisplayRange 20 Max distance to show health bars. High values may cause performance issues.
ShowOnPlayer true Display health bars on players.
ShowHpText true Show numeric HP text inside the bar.
HorizontalFOV 60 Horizontal field of view angle in degrees for frustum culling. Only entities within this angle from camera direction will show health bars.
MaxBarsDisplayed 7 Maximum number of bars shown at once (useful if you experience slowdowns).
MaxTargetBarsDisplayed 1 Maximum number of bars shown in target-only mode (1 = only the selected entity).
AlwaysShowTargetInAround true Always show the current target in around mode and do not count it towards the limit.
Theme Basic Select theme: Basic or Pixel. (ConfigLib stores the selected label.)
BarWidth 66 Total width of the bar (pixels on your screen).
BarHeight 7 Total height of the bar (pixels).
MinScale 0.75 Minimum size multiplier for distant entities.
MaxScale 8 Maximum size multiplier when very close.
VerticalOffset 22 Vertical offset (pixels) above the entity’s head. Increase for tall entities.
MinOffsetScale 1.0 Minimum vertical offset multiplier for distant entities (helps prevent overlap).
MaxOffsetScale 2.0 Maximum vertical offset multiplier for close entities (helps prevent overlap).
FadeInSpeed 0.3 Seconds it takes to fully fade in after the bar becomes visible.
FadeOutSpeed 0.5 Seconds it takes to fade out after you stop looking / the timeout expires.
MidHealthThreshold 60 Below this percentage HP, the bar uses MidHealthColor.
LowHealthThreshold 25 Below this percentage HP, the bar uses LowHealthColor.
FullHealthColor "#44FF44" Bar color at full health.
MidHealthColor "#FFCC00" Bar color when HP is between low and mid thresholds.
LowHealthColor "#FF4444" Bar color when HP is below the low threshold.
FrameColor "#cccccc" Frame/border color of the health bar.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.4.1 healthbar 515 Mar 8th at 11:42 AM healthbar_1.4.1.zip 1-click install

Recompile for 1.22

1.4.0 healthbar
1.21.0-pre.1 - 1.21.6
3630 Jan 16th at 12:07 AM healthbar_1.4.0.zip 1-click install
  • Major refactor (cleaner architecture, better separation of responsibilities, easier to maintain).

  • Rendering + display logic optimizations — lag should be noticeably reduced,

  • Added a new Pixel Art style theme health bar.
1.3.1 healthbar
1.21.0-pre.1 - 1.21.6
781 Jan 9th at 12:09 AM healthbar_1.3.1.zip 1-click install

Improved ru TL by ChimMAG

1.3.0 healthbar
1.21.0-pre.1 - 1.21.6
1204 Dec 14th 2025 at 6:58 PM healthbar_1.3.0.zip 1-click install

Improve performance by reducing expensive call, add settings to limit calculation fov, cap bar entities amount, add vertical bar offset scaling

1.2.0 healthbar 1441 Nov 16th 2025 at 12:46 PM healthbar_1.2.0.zip 1-click install

Add option to show all LOS healthbars instead of just target

1.1.3 healthbar 108 Nov 16th 2025 at 1:11 AM healthbar_1.1.3.zip 1-click install

Add missing side: client modinfo

1.1.2 healthbar 1831 Oct 12th 2025 at 11:27 PM healthbar_1.1.2.zip 1-click install

BUMB Game version

1.1.1 healthbar 2022 Sep 16th 2025 at 11:33 AM healthbar_1.1.1.zip 1-click install

Bump version of mod and fix the release.

1.1.0 healthbar 193 Sep 15th 2025 at 9:26 PM healthbar_1.1.0.zip 1-click install

Net8, configlib

1.0.7 healthbar
1.20.8 - 1.20.10
4696 May 4th 2025 at 9:22 AM HealthBar.v1.0.7.zip 1-click install
  1. Replaced individual GUI classes with a modular tab-based system to improve maintainability and scalability.
  2. Added separate tab implementations for general settings and thresholds, and introduced shared utility functions for reusable UI components.

3. Added new settings, enable/disable healthbar, show on player can now be disable, added posibility to hide HP value. 

1.0.6 healthbar
1.20.8 - 1.20.9
588 Apr 30th 2025 at 10:11 PM HealthBar.v1.0.6.zip 1-click install

Fix issue with missing translation. 

1.0.5 healthbar
1.20.8 - 1.20.9
88 Apr 30th 2025 at 9:31 PM HealthBar.v1.0.5.zip 1-click install

Add first version of settings GUI with save, reset, and config management.

This update introduces a GUI for managing health bar settings, with features like saving, resetting to defaults, and live updates to settings. It includes color pickers, sliders, and number inputs, enhancing user customization and usability. Language support for English and Polish is also implemented.

1.0.4 healthbar
1.20.8 - 1.20.9
283 Apr 29th 2025 at 5:08 PM HealthBar.v1.0.4.zip 1-click install

1. Consolidated variable names, removed redundant code, and streamlined logic to improve readability and efficiency.
2. Refactored HealthBarBehavior to simplify update and disposal handling.

1.0.3 healthbar
1.20.8 - 1.20.9
147 Apr 29th 2025 at 11:30 AM HealthBar.v1.0.3.zip 1-click install
  1. Fix issue where the health bar immediately disappear after player stop targeting mobs.
1.0.2 healthbar
1.20.8 - 1.20.9
243 Apr 28th 2025 at 7:24 PM HealthBar.v1.0.2.zip 1-click install
  1. Fix issue where the mod is not loading when mod is not uploaded to the server.


1.0.1 healthbar
1.20.8 - 1.20.9
245 Apr 28th 2025 at 12:01 PM HealthBar.zip 1-click install

Release the mod v.1.0.1


59 Comments (oldest first | newest first) (threaded | flat)

Schmoopy, Apr 5th at 8:13 PM

yeaa this thing just crashes ur game on 1.21.6

Xplosionist, Mar 26th at 8:14 PM

One thing I'd find useful is it if some more health bars could be disabled.  Players can be, but I am caught off guard constantly by the health bar appearing if I look towards my straw dummy in the distance.  Also, PlayerCorpseReloaded shows a healthbar on corpeses too, but that isn't vanilla so less of an ask for your mod.

Thanks, let us know.

Acidraysterr, Mar 16th at 7:40 PM

crashed my game, i'm new to modding, did we need config lib? 
alert said 

Crash Report
Running on 64 bit Windows 10.0.26200.0 with 61097 MB RAM
Game Version: v1.21.6 (Stable)
3/16/2026 3:38:22 PM: Critical error occurred in the following mod: healthbar@1.4.0
Loaded Mods: chiseltools@1.16.2, immersivecorpsedrop@1.0.3, shelfobsessed@1.9.5, game@1.21.6, egocaribautomapmarkers@4.0.3, carryon@1.12.2, healthbar@1.4.0, statushudcont@4.1.1, creative@1.21.6, survival@1.21.6
System.NullReferenceException: Object reference not set to an instance of an object.
at HealthBar.Client.HealthBarClientSystem.OnGameTick(Single dt) in H:\vsmod\HealthBarModNew\HealthBar\Client\HealthBarClientSystem.cs:line 64
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 25
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 102
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 859
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 751
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
BulletJustice, Mar 1st at 5:15 AM

I have the same crash as valeriefaye93

 

Running lots of mods myself on a friends server.

 

Using an instanced virtual drive via Simpel VS Manager profile to load the game for friends server. Wondering if that has anything to do with it, probably not.

LesbianAdmin, Jan 25th at 5:13 AM

Mod is causing a crash

valeriefaye93, Jan 24th at 8:40 AM

Mod is currently causing a crash. 

 

Crash Report

Running on 64 bit Windows 10.0.22621.0 with 65457 MB RAM
Game Version: v1.21.6 (Stable)
1/24/2026 2:38:42 AM: Critical error occurred in the following mod: healthbar@1.4.0
Loaded Mods: lanternprojection@0.0.2, lanternsarelighters@1.0.0, shelfobsessed@1.9.5, game@1.21.6, accessibilitytweaks@4.0.0, egocaribautomapmarkers@4.0.3, blocksoverlay@4.7.1, carryon@1.12.1, expandedskinsfix@1.1.0, familiardamagesounds@1.0.0, farseer@1.3.3, freedomunits@1.1.5, healthbar@1.4.0, opineuponpine@1.0.3, radialhotgear@1.0.2, statushudcont@4.0.2, torchholderplaceontop@1.0.1, visiblebags@1.0.1, creative@1.21.6, vsroofing@1.1.0, survival@1.21.6, meteoricironisbeautiful@1.3.0, seraphleveling@1.10.0
System.NullReferenceException: Object reference not set to an instance of an object.
at HealthBar.Client.HealthBarClientSystem.OnGameTick(Single dt) in H:\vsmod\HealthBarModNew\HealthBar\Client\HealthBarClientSystem.cs:line 64
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 25
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 102
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 859
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 751
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95

Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 1/24/2026 2:37:51 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.6.0, time stamp: 0x67fe0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0x12a8
Faulting application start time: 0x0x1dc8d0c0c68a298
Faulting application path: C:\Users\Valkis7\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Valkis7\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: c9943584-3f56-416b-bd1d-1f55120a64db
Faulting package full name:
Faulting package-relative application ID: }

butterduck, Jan 21st at 11:42 PM

StachoPL removing the file from /modconfig/ and letting it be regenerated seems to have fixed it, thanks!

koitsu i had configlib and imgui installed already

koitsu, Jan 18th at 7:02 AM (modified Jan 18th at 7:33 AM)

butterduck StachoPL This crash has nothing to do with "mod data", and as the mod author you should know this.  The crash is caused by the user not having Configlib + ImGui mods installed.  HealthBar modinfo.json lacks proper dependency on configlib; it needs these lines:


"dependencies": {
"configlib": "1.10.13"
}

 

You should probably also update the "game" dependency to include the minimum version of Vintage Story your mod works with, and not an empty string.

StachoPL , Jan 17th at 8:06 PM

butterduck try remove all mod data and install again. I was removed a lot and add new things. 

Majestik, Jan 17th at 7:36 PM

koitsu Oh thanks, I'll test that !

koitsu, Jan 17th at 7:27 PM

Does this mod properly restore config values from HealthBar.json when using Configlib?  My HealthBar.json is correct (has proper adjustments), but when loading into the game it's like the config is not loaded at all.

koitsu, Jan 17th at 6:50 PM

Majestik Agreed. A good workaround for this (read: this is what I did) is to adjust the RGB colours of the health bar (decrease their intensity).  I use these settings and text is much more legible.  Hope this helps:

 

"FullHealthColor": "#009900",
"MidHealthColor": "#BB9900",
"LowHealthColor": "#990000",

 

koitsu, Jan 17th at 6:28 PM

I'm just now trying this mod for the first time, and I think something is incorrect in how HP text is being rendered. At very close range, the very top scanline of text is repeated in the very bottom scanline (i.e. top scanline is "wrapping around" to the bottom scanline). I suspect the text height render region has an off-by-one problem of some sort. Demonstrating this problem is easy.

Screenshot:

image

Screenshot zoomed in and red vertical lines added to demonstrate what I'm talking about (re: proving top scanline of text is mirrored/wrapped to bottom):

image

butterduck, Jan 17th at 4:17 PM

after updating from 1.3.0 to 1.4.0 my game is throwing a null reference exception D:

 

System.NullReferenceException: Object reference not set to an instance of an object.
at HealthBar.Client.HealthBarClientSystem.OnGameTick(Single dt) in H:\vsmod\HealthBarModNew\HealthBar\Client\HealthBarClientSystem.cs:line 64

StachoPL , Jan 16th at 1:32 PM

Majestik Okey, then I add posibility to change font style. Moreover I try the best default settings for it.

Majestik, Jan 16th at 10:17 AM

I wonder if it could be possible to have an option for the HP text to be displayed with the font of the previous version? Pixel font is a bit unreadable for me, on the "basic" option. Or maybe it is because there is no black outline anymore for the number, white on green/yellow doesn't pop enough.

 

Also, while I was testing in creative, I spawned a polar bear and noticed that its health bar was waaaay above it, and the bar doesn't come down when approaching it. I tested with the 1.3.1 and it is the same thing, I think I never noticed before because I haven't crossed path with a polar bear since I installed this mod.

 

In any case, I like this mod, it is a real QoL for me and can't play without it anymore !

StachoPL , Jan 16th at 12:09 AM

Check out the new update :D
I changed a lot — let me know what you think!

KnewOne, Jan 9th at 12:06 AM

ChimMAG i'd suggest learning how to make PRs on github in the future

ChimMAG, Dec 30th 2025 at 6:45 AM

Updated the Russian translation.

KnewOne, Dec 14th 2025 at 6:59 PM

Added offset scaling

Made bar rendering only happen for entities in view distance and reduces expensive ray tracing calls only to those entities

Reduced amount of bars that are shown at a single time

Should reduce fps drop but i didn't experience much before, so ymmv

Lakul, Oweyan try to check changes
Fenvar if i'm not pinged, i don't see any notifications.

 

Oweyan, Dec 7th 2025 at 6:34 AM

This mod now causes massive frame drops when more than 10 animals are around just FYI

Lakul, Dec 6th 2025 at 8:36 AM

Is there a fix for the massive frame drop when viewing the health bars?

Teax, Dec 3rd 2025 at 8:46 AM

Mogadis

Well shit sorry :D Mentioned the wrong. My apologies :(

Dunno what exactly happend but well :D

 

 

Fenvar, Dec 3rd 2025 at 8:16 AM (modified Dec 8th 2025 at 2:54 PM)

Teax I'm not the mod author, StachoPL, and KnewOne is.
But based on what I know, not directly but you can do something very close to it. Vintage Story API i think doesn't expose nameplate positioning but the current implementation can be improved i think:

Spoiler

The Problem

The mod currently uses:

  • entity.Pos.Y + entity.CollisionBox.Y2 (top of collision box)
  • A fixed VerticalOffset of 22 pixels
  • This causes overlap because it's completely independent of the nameplate system

The Solution

The mod should use better anchor points that likely match what the nameplate system uses:

  1. SelectionBox.Y2 instead of CollisionBox.Y2
  2. Scale the vertical offset with distance (like the bar itself)
  3. Make it configurable for fine-tuning

    Spoiler

    1. Better anchor point:

     
    // Use selection box height instead of collision box
    var heightRef = e.SelectionBox?.Y2 ?? e.CollisionBox.Y2;

    2. Scale the offset:

     
    // Make offset scale with distance
    var scaledOffset = Config.VerticalOffset * Math.Min(scale / Config.MinScale, 2.0f);

This is just an idea. After all, there is always more than 1 solution when it comes to coding. :)

Additional Examples: Entity.EyeHeight Property instead of CollisionBox.Y2 or do a dynamic offset based on the Selection Box, or instead maybe make the vertical offset scale with distance -- similar to the bar itself which would mean it becomes Scale-Aware with a vertical offset.

Just wanted to spur some ideas and show there are many ways to trying to do this.

Teax, Dec 2nd 2025 at 6:58 PM

Mogadis

Greetings, love this mod. Would it be possible to attach the healthbar somehow to the nameplate anchor? Regardless the vertical offset, the health bar overlaps on players / named creatures always with the name. Either at close range or at distance. 

I like the vanilla nameplate scaling even at range its readable. 

 

Best regards

Fenvar, Nov 28th 2025 at 2:20 PM

Awesome StachoPL hope it's a great success~ 
I look forward to using it. :D 

StachoPL , Nov 27th 2025 at 3:37 PM

Mogadis I working on new renderer where I use textures :) 

Fenvar, Nov 26th 2025 at 9:43 AM

Really wish the bar was like your image:

I am going to be completely honest, I was upset with the fact it was completely different than the pic. Yes, the mod is great but man that image would have fit so well into Vintage Story instead of a flat bar that fills.

Kolljak, Nov 16th 2025 at 2:05 PM

the range update is working perfectly.

KnewOne, Nov 16th 2025 at 12:47 PM

1.2.0 attempts to add more general HP bar for all the nearby mobs, mainly those that are in LOS in certain range. Range is configurable. You can still use the old view style with the "target only display". That option doesn't have range options. New display has some scaling stuff going on, so check out new scale toggles.Use Configlib to have descriptions for settings

KnewOne, Nov 16th 2025 at 1:03 AM

Kolljak the way mod finds the target to draw the healthbar is by what is selected in your tooltip mostly. So it's limited by game's recognition of entities

ComradeRatt, Nov 15th 2025 at 7:15 PM (modified Nov 15th 2025 at 7:39 PM)

downloaded most recent version

doesnt have "side" : "client" in the modinfo

where do I add it, I wanna use it while on my friends server ;-;

edit: got it to work, my friend poked around on it XD 

Kolljak, Nov 13th 2025 at 3:01 PM

Is there a way to customize the distance in which the health bar becomes visible or am i blind.

Teax, Oct 21st 2025 at 12:48 PM (modified Oct 21st 2025 at 12:52 PM)

Greetings, i would really like this mod but i cant get it to work. In singleplayer its working but on every server i was testing this, it did not work. 

 

Edit: Found the problem. >> "side" : "client", << is missing in the modinfo.json

 

best regards

Oweyan, Sep 24th 2025 at 11:41 PM

This is my go to HP bar mod. Great mod!

DrgnDspchr, Sep 16th 2025 at 11:49 PM

StachoPL   

thank you!! you rock!! 

StachoPL , Sep 16th 2025 at 11:34 AM

DrgnDspchr update now. I sav thats the prev version has a multiple .dll files. 

DrgnDspchr, Sep 16th 2025 at 3:36 AM

Greetings.. 

running game version 1.21.1 (stable) .. just added your mod and started a new world and im getting this on loadin and i dont think i have seen a health bar yet??  could very well be user error on my part since im new to the game (not even 1 month playing) .....

Thanks in advance

 

15.9.2025 20:48:16 [Error] [healthbar] An exception was thrown when trying to load assembly:
15.9.2025 20:48:16 [Error] [healthbar] Exception: Found multiple .dll files with ModSystems and/or ModInfo attributes
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 553

 

 

Maltiez, Sep 5th 2025 at 6:27 AM

Why adding whole new gui dialog and a hotkey, instead of using Config lib with it centralized access to mod settings? Also ImGui have color pickers, so you dont need to edit colors blindly.

Also with config lib generated configs you can have settings explained in config file itself, without need to describe it on modpage and require players to return to the page if they want to change a setting.

All this is quite inconvenient.

Redison, Aug 28th 2025 at 6:18 PM

Not working to 1.21

ChimMAG, Aug 28th 2025 at 8:52 AM

Will you be updating to the new version of the game?

IgnisPolonia, Jul 22nd 2025 at 8:29 PM

Mistrzu mod nie działa na wersji 1.21 pc 1 - gorąca prośba o możliwie przyjrzenie się problemowi

StachoPL , Jun 11th 2025 at 7:42 AM

Temporary before I not fix the issue with text rendering, disable show hp value in settings tab. 

Coucicouca, Jun 4th 2025 at 4:29 AM

I also use this mod in a multiplayer game on the TOPS server and in a single game, frames are dropping on the server, when hosting a personal server such problems were not observed, there are assumptions that this mod should be present on the server so as not to cause delays in frames, but it must be installed manually by the player, it is not installed from the server to the client by itself.

MaloryVeridia, May 26th 2025 at 4:53 PM

Kerr I'm having the same issue, my frames drop from 160 to the single digits. 

Bryorios, May 25th 2025 at 9:03 AM

Massive frame loss when targeting mobs and other players. idk whats causing it to do this but its really really bad.

Kerr, May 25th 2025 at 3:28 AM

Tried this mod on the TOPS server and experienced the same lag as Grand_Paladin and fps drop from 100 to 20 fps, however no lag in singeplayer was witnessed

It is a definete problem with the mod

I guess some logic in getting health is not fast or any optimised for server use

Really hope it will get fixed as I really like it

ChimMAG, May 2nd 2025 at 10:44 AM

Russian translation.
It's very good that you added color settings - the default colors are too poisonous-bright. If make them darker, muffled, then this is more consistent with the style of the game.

StachoPL , May 1st 2025 at 9:50 AM

Aimli_ Thx, in next update it should be added :)

Aimli_, May 1st 2025 at 8:33 AM
Chinese localization:
 
{
  "settings.title": "血条-设置",
  "section.sizepos": "大小和位置",
  "section.animations": "动画",
  "section.thresholds": "HP阈值",
  "section.colors": "颜色",
  "label.barwidth": "条形宽度",
  "label.barheight": "条形高度",
  "label.verticaloffset": "垂直偏移",
  "label.fadein": "淡入速度(秒)",
  "label.fadeout": "淡出速度(秒)",
  "label.lowhp": "低HP阈值",
  "label.midhp": "中HP阈值",
  "label.colorlow": "低HP颜色",
  "label.colormid": "中HP颜色",
  "label.colorfull": "满HP颜色",
  "label.colorframe": "框颜色",
  "button.save": "保存",
  "button.reset": "重置",
  "button.close": "关闭",
  "message.saved": "设置已保存。",
  "message.reset": "设置已重置为默认值。"
}
StachoPL , Apr 29th 2025 at 5:10 PM

@Grand_Paladin new version should work better.

StachoPL , Apr 29th 2025 at 3:42 PM

@Grand_Paladin do you have other mods? I didnt notice thats on my PC.

Grand_Paladin, Apr 29th 2025 at 3:26 PM

Tried this mod on the TOPS server and anytime I approach a mob the game stutters and FPS drops dramatically.

Disbaled the mod and problem went away.

I'm rocking a powerful CPU and RTX3090, so its not on my end.

StachoPL , Apr 28th 2025 at 7:28 PM

Scorives I will work on it in next update, something is not yes here xD

StachoPL , Apr 28th 2025 at 7:25 PM

AcidNight I was forgot to add side to modinfo. It's should work now. I tested it on own server. 

Scorives, Apr 28th 2025 at 7:13 PM

Hi, is there any way to set it to always on as when i leave range of mob a few feet away the bar disapeears i tried setting fade out to zero which works when im in range of mob but a few feet away it disappears.

AcidNight, Apr 28th 2025 at 4:49 PM

does not work in multi

AcidNight, Apr 28th 2025 at 2:41 PM

Hello, I'm going to test that ^^ said, you should do like the other mods, add the version to the zip name in case of an update we know directly if we already have it or not

SternFr, Apr 28th 2025 at 12:50 PM

Good Soup