Mods / HUD Clock

Tags:
QoL User interface Clientside Time HUD Utility
Author:
Elocrypt
Side:
Client
Created:
Nov 30th 2024 at 3:19 AM
Last modified:
Jul 3rd at 10:47 AM
Downloads:
132422
Recommended download (for Vintage Story 1.22.0-pre.1 - 1.22.3):
HudClock_4.4.1_VS1.22.3.zip  1-click install

image

HUD Clock is a small overlay that tells you the time, the season, the weather, and a handful of other things about the world around you, without making you open a menu to find out.

It started as a community patch when the original Simple HUD Clock by Rhonen stopped getting updates. I picked it up with permission, kept it limping along through a couple of VS versions, and eventually decided the codebase needed a clean break - too many accumulated workarounds on top of an architecture that was never meant to grow this far. Version 4.0 was a rewrite from scratch for VS 1.22, rebuilding around something I could actually maintain and build upon. Each release since has added one feature group at a time without breaking what came before.

Client-side only. Multiplayer-safe. Vintage Story 1.22+.


What it shows

By default, the in-game date and time, current season, ambient temperature, and wind. Toggling on extra lines from the settings dialog gets you any combination of:

  • Body temperature, with comfort signals (cool, freezing, warm, hot) rather than a raw number - the raw watched-attribute value disagrees with the character GUI, and HUD Clock takes the position that "you're getting cold" is more useful information than a precise wrong number.
  • Apparent ("feels like") temperature, when an immersive-temperature mod is installed and providing it. Out of the box this works with Immersive Body Temperature by Cer0; other temperature mods can opt in via a small integration contract.
  • Intoxication, current rainfall (mapped to vanilla's Rare/Light/Moderate/High/Very high buckets), current room type, and claim ownership.
  • Online player count for multiplayer servers.
  • Current rift activity - Calm through Very high, with optional always-on display when world config disables rifts.
  • An approaching temporal storm warning, with its own toggleable HUD that can be parked in a different corner of the screen from the main one.

Plus a real-time clock if you want to know the actual hour, a Fahrenheit toggle, and three icon themes - Modern, Classic, and a Custom slot for anyone who wants to drop their own art in.

With HudShelf installed, both the main HUD and the storm dialog become freely draggable - press HudShelf's edit-mode hotkey, drag either panel wherever you want it on screen, and the position persists across sessions. HudShelf is optional; without it, the anchor dropdown in the settings dialog works exactly as before.

image

Everything is configurable from in-game without editing JSON. Open the settings with Shift+O.


Controls

Shift + O Open settings
Ctrl + U Toggle main HUD
Ctrl + I Toggle storm HUD

All keybinds rebindable from the in-game Controls menu under "User Interface".


Compatibility

HUD Clock is designed to coexist quietly with other UI mods. It reads from VS's temporal-storm, rift, claim, and weather systems without modifying them, so it shouldn't conflict with mods that touch those subsystems. It runs alongside Status HUD Continued without any issue - they cover different ground and many people use both.

For temperature mods specifically, HUD Clock follows a small, vendor-neutral integration contract: any mod that publishes a few well-known watched-attribute keys gets extended body-temperature display and an apparent-temperature line for free. Cer0's Immersive Body Temperature is the first mod targeting it; the contract is documented in docs/integration.md for any other temperature-mod authors interested in opting in.

HudShelf is supported as an optional companion. Install it to drag the main HUD and storm dialog to any position on screen; uninstall it and HUD Clock's own anchor system takes over seamlessly.

image


FAQ

Why doesn't the body temperature line show a number?
Because the raw bodytemp watched-attribute value is computed differently from the number the character GUI displays, and getting the GUI's value back out would mean re-deriving the survival mod's full clothing/wetness/climate computation. Rather than show a number that disagrees with vanilla, HUD Clock shows the comfort signal - the line tells you whether you're cool or freezing, with the deviation from normal in the unit of your choice. With an immersive-temperature mod installed, the line extends symmetrically to warm and HOT.

Why is the apparent-temperature toggle there if I don't have a temperature mod?
The toggle is always visible so users with a compatible mod installed can find it. Without one, turning it on does nothing - there's no underlying value to display. Hiding settings dynamically based on which other mods are loaded would be more confusing than a dormant toggle.

Will it conflict with Status HUD Continued or Extended HUD Info?
Not in any way I'm aware of. They sit in different screen corners by default, and HUD Clock only reads from VS's data - it doesn't patch any vanilla subsystems other mods might also touch.

I'm on Vintage Story 1.20 or earlier and 4.x doesn't load.
The 4.x rewrite is for VS 1.22+. Legacy patch versions (1.0.x, 1.1.x) for older VS versions are still available in the Files tab  look for HudClockPatch_v1.x.

Can I add it to a server I don't admin?
Yes. HUD Clock is client-side only and doesn't need to be installed on the server.


Translations

HUD Clock currently ships with English, Spanish (Spain & Latin America), German, French, Italian, Japanese, Korean, Polish, Portuguese (Brazil & Portugal), Russian, and Ukrainian. If your language isn't listed and you'd like to contribute, the lang files are plain JSON - open an issue or send a PR on GitHub.

Thanks to everyone who's contributed translations over the years.


Source & support

Source is on GitHub under MIT. Bug reports and feature requests are welcome via the issue tracker - please include your VS version and any other HUD-related mods you have installed.

If you'd like to support continued development, I have a Ko-fi. The mod is and will always be free.

Discord Widget

Original Simple HUD Clock by Rhonen. 4.x rewrite by Elocrypt.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
4.4.1 hudclockpatch
1.22.0-pre.1 - 1.22.3
3367 Jul 3rd at 10:47 AM HudClock_4.4.1_VS1.22.3.zip 1-click install

Added

  • New optional "Rainfall in this Area" HUD line mirroring the vanilla Environment dialog (biome baseline rainfall). Reuses the game's own freq-* descriptors, so it localizes automatically.
  • Scrollable settings dialog, long settings lists no longer run off-screen at small resolutions or large GUI scales.
  • Text color options, for OLED monitors as requested. White (default), Dim, and Black font colors.

Changed

  • Main HUD lines reordered and relabeled to match the vanilla Environment panel: Date:Outside Temperature:Rainfall in this Area:Current Rift activity:. The existing rainfall line is now labeled Current Rainfall.
4.4.0 hudclockpatch
1.22.0-pre.1 - 1.22.3
7798 Jun 8th at 10:13 PM HudClock_4.4.0_VS1.22.3.zip 1-click install

Added

  • Moon phase line. Optional new HUD line showing the current lunar phase
    (New Moon, Waxing Crescent, First Quarter, Waxing Gibbous, Full Moon, Waning
    Gibbous, Third Quarter, Waning Crescent), read directly from VS's
    IGameCalendar.MoonPhase. Off by default; toggle in the Time & Date section.
    Useful for tracking events tied to specific phases, especially when overcast
    weather or dense biomes hide the sky. English shipped; other locales (es-es,
    es-419, de, ko, fr, it, ja, pl, pt-br, pt-pt, ru, uk) need translator updates
    for moon-phase-prefix, the eight moon-phase-* phase names, and
    settings-show-moon-phase.
4.3.3 hudclockpatch
1.22.0-pre.1 - 1.22.3
413 Jun 8th at 12:17 PM HudClock_4.3.3_VS1.22.3.zip 1-click install

Added

  • Hemisphere-aware seasons toggle (Appearance section in settings, default on).
    Restores the vanilla-accurate position-based season for players in the southern
    hemisphere, which had regressed in 4.3.2.
    Turn it off to fall back to the calendar-month derivation,
    which is unaffected by world-generation mods that override VS's latitude delegates;
    recommended for players using Realistic Biome Generation if the wrong season shows
    on a fresh world.

Fixed

  • Regression from 4.3.2 where the season always followed the calendar month and ignored
    the player's hemisphere, so vanilla southern-hemisphere players saw the wrong season.
    The hemisphere-aware default is restored; the month-based behavior is now opt-out via
    the new toggle.
4.3.2 hudclockpatch
1.22.0 - 1.22.3
1770 Jun 5th at 12:31 AM HudClock_4.3.2.zip 1-click install

Fixed

  • Season icon and label now derive from the calendar month rather than VS's
    position-based IGameCalendar.GetSeason API. The API routes through
    OnGetHemisphere / OnGetLatitude delegates that world-generation mods can
    override. Realistic Biome Generation patches GenMaps.getLatitude and
    overrides polarEquatorDistance in a way that causes GetSeason to return
    the wrong hemisphere for the player's position; players on a new world with
    default settings saw "Fall" in May. Deriving from the month (Mar–May = Spring,
    Jun–Aug = Summer, Sep–Nov = Fall, Dec–Feb = Winter) is authoritative, mod-safe,
    and consistent with the in-game date line in all cases. Vanilla behaviour is
    unchanged.
4.3.1 hudclockpatch
1.22.0 - 1.22.3
9551 May 10th at 8:23 AM HudClock_4.3.1_VS1.22.2.zip 1-click install

Fixed

  • HudShelf outline placement. The GetBounds callbacks registered with
    HudShelf now return the visible panel dimensions rather than the full dialog
    footprint. Both HUDs are built with WithFixedPadding(10), so the previous
    OuterWidth/Height values included 20 px of padding on each axis, pushing
    the edit-mode outline noticeably outside the panel edge. The callbacks now
    subtract Padding × 2 × guiScale from each dimension, placing the outline
    at the panel boundary.
4.3.0 hudclockpatch
1.22.0 - 1.22.2
3201 May 3rd at 1:00 PM HudClock_4.3.0_VS1.22.2.zip 1-click install

Added

  • HudShelf integration. When HudShelf is installed, both the main HUD and the storm HUD become drag-to-position via HudShelf's edit mode. The user presses the HudShelf hotkey to enter edit mode, drags either HUD to any of nine snap zones (corners, edge midpoints, or center), and releases. The new position persists across game sessions via HudShelf's persistence file. When HudShelf is not installed, HUD Clock behaves exactly as before - the existing anchor setting and stacking logic are unchanged.
  • Soft-depend bridge files at Infrastructure/Integration/ implement the HudShelf bridge pattern. No HudShelf types appear in field declarations; the JIT never compiles the bridge's inner methods when HudShelf is absent, so there is zero load-time or runtime cost without HudShelf.
  • MainHudView.RepositionFromShelf and StormHudView.RepositionFromShelf - mutate composed bounds in place (same technique as VS's title-bar drag) to override the HUD position without a full recompose.
  • MainHudController.HudDialog and StormHudController.HudDialog — internal properties exposing the underlying GuiDialog for HudShelf registration.

Changed

  • After every Rebuild (settings change, icon change, stacking recalc), controllers now call ReapplyShelfPosition() so the HudShelf-managed position is never overwritten by the native anchor logic. The intermediate native-anchor state is never rendered.

    image
4.2.3 hudclockpatch
1.22.0 - 1.22.1
535 May 1st at 5:07 AM HudClock_4.2.3_VS1.22.1.zip 1-click install
[4.2.3] - 2026/04/30

Added
- Compatibility with Immersive Body Temperature by Cer0 and any other temperature mod following the new vendor-neutral integration contract documented in `docs/integration.md`. When such a mod is detected, HUD Clock extends the body-temperature line into the warm half of the range - `warm` above normal, `HOT` at or above the heatstroke-damage threshold (`normal + 4`, mirroring the existing freezing threshold). Vanilla behaviour is unchanged; the warm-half display is gated on the mod's signal so vanilla players don't suddenly see a permanent "warm (+4.0 °C)" line from the spawn-default body temperature.
- Apparent temperature line. New optional HUD line showing the "feels like" temperature published by an immersive-temperature mod (environment + wind + wetness + humidity + sun). Off by default; silently hidden when no compatible mod is providing the value, so turning the setting on without the mod has no effect. Format: `Apparent: 32.5 °C (Hot)` - numeric value in the player's chosen unit (Celsius or Fahrenheit) with the categorical "feels like" label in parentheses when available. Toggle in the Player stats section of the settings dialog.
- Integration contract document at `docs/integration.md`. Defines the small set of well-known watched-attribute keys HUD Clock reads: `bodyTemp.bodytemp` (vanilla, extended), `bodyTemp.apparentTemp` (string enum, signals immersive system active), and `bodyTemp.apparentTempC` (float, °C, optional numeric apparent temperature). The contract is vendor-neutral - any temperature mod that writes these keys gets the integration without a code change on HUD Clock's side.
- New lang keys `body-temperature-state-warm` / `body-temperature-state-hot`, `apparent-temperature-prefix`, `apparent-temperature-prefix-uncategorized`, and `apparent-temperature-state-{comfy,cold,freezing,warm,hot}`. English shipped; other locales (es-es, es-419, de, ko, fr, it, ja, pl, pt-br, pt-pt, ru, uk) need translator updates.

Fixed
- Body-temperature line no longer flickers as "warm (+0.2 °C)" when an immersive-temperature mod is active and the player is comfortable. The mod continuously recomputes body temp from environment and clothing inputs, producing small drift around the resting value; the HUD now applies a 0.5 °C deadband on the warm side before showing the line. Cold side is unchanged - vanilla rests body temp at `normal + 4` so any drop below 37 °C remains a meaningful warning.
- Updated the required game version in modinfo.json from 1.22.1 to 1.22.0 to allow compatibility with earlier game versions.
- Minor formatting adjustments in JSON localization files (de, es-419, ko, pt-br, pt-pt) with no translation changes.

[4.2.2] - 2026/04/30

Added
- Custom icon theme. A third option in the icon-theme dropdown alongside Modern and Classic. Selects textures from `assets/hudclock/textures/hud/custom/` (named `spring.png`, `summer.png`, `fall.png`, `winter.png`, `tempstorm.png`) and `assets/hudclock/textures/room/custom/` (named `room.png`, `cellar.png`, `greenhouse.png`). Mod ships transparent placeholders so the HUD layout still renders cleanly when no override is present; users override individual textures by either dropping PNGs directly into the mod's asset folders or - recommended - shipping a standard Vintage Story texture pack that overrides the same paths. No external dependencies, no extra libraries.
- Custom theme reserves the same 200×200 season-icon column as Modern. Texture-pack authors can ship art at any resolution and Vintage Story scales it to fit.
4.2.1 hudclockpatch
1.22.0-pre.1 - 1.22.0
2736 Apr 26th at 2:35 AM HudClock_4.2.1_VS1.22.0.zip 1-click install

Fixed

  • HUD layout now dynamically adjusts the season icon size based on the selected theme. The layout builder correctly allocates 200px for the Modern theme and 100px for the Classic theme, resolving an issue where the Classic theme was forced into a hardcoded 200px bound.

 

~ Forgot to do this in v4.2.0 ;)

4.2.0 hudclockpatch
1.22.0-pre.1 - 1.22.0
164 Apr 26th at 1:11 AM HudClock_4.2.0_VS1.22.0.zip 1-click install

Added

  • Body temperature comfort indicator. Optional new HUD line that warns when the player is getting cold. Hidden under comfortable conditions. Shows cool with the deviation from normal when below 37 °C raw, and FREEZING when at or below 33 °C raw - the same threshold the survival mod uses to start freezing damage. Displays the deviation in the player's chosen unit (°C or °F via the existing Weather toggle). The HUD deliberately does not show an absolute body temperature: the raw watched-attribute value differs from the character GUI's "Body Temperature" display by design (the GUI assembles its number client-side from clothing, wetness, and climate inputs that aren't a single attribute), and a comfort indicator is more actionable than a number that disagrees with vanilla.
  • Intoxication line. Optional new HUD line showing the player's current intoxication as a percentage. Hidden while sober so the line doesn't sit at "0%" most of a playthrough.
  • Rainfall line. Optional new HUD line showing current rainfall using the same labels as the vanilla Environment dialog (Rare, Light, Moderate, High, Very high). Off by default; toggle in the Weather section.
  • New Player stats section in the settings dialog containing the body-temp and intoxication toggles. Both default off - they're survival-mode features that opt in.
  • Spanish localization (es-es and es-419).

Changed

  • Internal TemperatureString formatter now takes the value as a parameter so world temp and body temp can share the unit-conversion path.

Fixed

  • Intoxication line no longer requires the settings dialog to be opened and closed before showing or hiding when intoxication crosses zero. The HUD now detects when the set of visible lines changes between ticks and triggers a rebuild automatically.
4.1.0 hudclockpatch 1285 Apr 24th at 10:27 PM HudClock_v4.1.0_VS1.22.0.zip 1-click install

Added

  • Icon theme selector. A new Appearance section in the settings dialog lets you choose between the refreshed 4.x art (Modern, default) and the original 3.x art (Classic). Switching themes updates the HUD immediately and affects the season background, the storm dialog icon, and the room-indicator icons together.

Changed

  • Asset layout reorganized from flat textures/hud/*.png and textures/room/*.png into theme subfolders (modern/ and classic/). Users don't see this; mod authors referencing these paths directly will need to update.
4.0.0 hudclockpatch 499 Apr 24th at 3:29 PM HudClock_v4.0.0_VS1.22.0.zip 1-click install

Complete rewrite of the mod on a new architecture. Feature parity with 3.x and 1.x patch is preserved; internal structure is not. Settings and keybinds do not migrate from earlier versions — reconfigure via the settings dialog (default Shift+O) on first launch.

Added

  • Separate HUD position anchor for the storm dialog, independent of the main HUD position. Either can be placed in any of the six screen corners (top/bottom × left/center/right).
  • Per-minute countdown updates on the approaching-storm timer. The text re-renders at in-game-minute resolution (every second in real-time at default world speed) instead of the previous 5-second cadence.
  • Automatic icon refresh when the season or room-status changes. Icons update within one HUD tick (≤2.5 s) without needing to reopen the settings dialog.
  • New large season icons (200 × 200) with refreshed art.

Changed

  • Rebuilt on Vintage Story 1.22.0 and .NET 10.
  • New three-layer architecture (Domain / Infrastructure / Presentation) with MVVM dialogs and 133 unit tests covering the formatting, state-machine, and bounds-builder logic.
  • Unified settings file — keybinds and options now live in a single JSON document under ModConfig/hudclock/.
  • HUD no longer recomposes its GUI every tick; text content updates in place via SetNewText, and a full rebuild happens only on settings changes or icon-state changes.
  • Centralized texture and icon ownership — the icon cache owns all BitmapRef instances and disposes them on world-leave.
  • Reflection into SystemTemporalStability and ModSystemRiftWeather now uses compiled accessors cached at startup rather than repeated GetField lookups.
  • HUD positioning now uses fixed per-anchor offsets applied via WithFixedAlignmentOffset (the documented VS API) instead of walking the dialog list and writing to engine-internal absOffsetY fields. Offsets are tunable in a single constants file.
  • Storm HUD stacks below the main HUD when both share an anchor; when they sit in different corners, each uses its solo anchor offset.

Fixed

  • Storm HUD no longer auto-closes during an active storm when storm visibility is set to Trigger only.
  • Season detection no longer performs a dummy zero-volume block search.
  • HUD-reposition-below-other-dialogs no longer runs every 100 ms while the HUD is open.
  • Main HUD no longer disappears permanently when all visible lines are toggled off and then one is toggled back on.
  • Storm countdown no longer jumps by 5-minute increments on slow polls; it updates per in-game minute.
  • Season icon and room-status icon no longer stay frozen until the settings dialog is reopened.
  • HUD and storm dialog no longer overlap the minimap, hotbar, hover tooltip, or claim banner when placed in their respective corners at the default GUI scale.

Removed

  • Settings migration from 3.x and 1.x patch is not supported; existing settings reset on first run.
  • Internal SharedLibrary helpers that were no longer used.
  • Harmony reference (no patches required).
1.1.2 hudclockpatch
1.21.0-rc.1 - 1.21.1
37350 Oct 2nd 2025 at 1:11 PM HudClockPatch_v1.1.2.zip 1-click install

Fixed
- Improved performance for the Room Indicator (slightly slower icon change but performance is improved)

1.1.1 hudclockpatch
1.21.0-rc.1 - 1.21.1
12126 Aug 7th 2025 at 10:29 AM HudClockPatch_v1.1.1.zip 1-click install
  • Removed: The lastScanTotalTime field and its dt-accumulation / 100 ms guard—scans now rely solely on the 100 ms cadence of RegisterGameTickListener. (massive performance increase)

  • Changed: OnGameTick is simplified: it immediately checks the player’s current BlockPos against lastScanPosition and only rescans when those differ. (massive performance increase)

  • Changed: Introduced OnAnyBlockChanged(BlockPos pos, Block oldBlock) to invalidate the position cache on any block change, ensuring room checks fire even when the broken/placed block is in another chunk.

  • Fixed: Room indicator now updates as soon as a wall block is broken or placed, regardless of whether that block lies in the same chunk as the player. (Place/Break/interact with a block within the room to update room indicator)

1.1.0 hudclockpatch
1.21.0-rc.1 - 1.21.0-rc.2
676 Jul 29th 2025 at 12:36 PM HudClockPatch_v1.1.0.zip 1-click install

Recompiled for 1.21.0
- Fixed AssetManager crash

1.0.7 hudclockpatch
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
7802 Aug 7th 2025 at 10:13 AM HudClockPatch_v1.0.7.zip 1-click install

 

  • Removed: The lastScanTotalTime field and its dt-accumulation / 100 ms guard—scans now rely solely on the 100 ms cadence of RegisterGameTickListener. (massive performance increase)

  • Changed: OnGameTick is simplified: it immediately checks the player’s current BlockPos against lastScanPosition and only rescans when those differ. (massive performance increase)

  • Changed: Introduced OnAnyBlockChanged(BlockPos pos, Block oldBlock) to invalidate the position cache on any block change, ensuring room checks fire even when the broken/placed block is in another chunk.

  • Fixed: Room indicator now updates as soon as a wall block is broken or placed, regardless of whether that block lies in the same chunk as the player. (Place/Break/interact with a block within the room to update room indicator)

 

1.0.6 hudclockpatch
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
2364 Jul 29th 2025 at 12:36 PM HudClockPatch_v1.0.6.zip 1-click install

- Fixed AssetManager crash

1.0.5 hudclockpatch
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
4233 Jul 9th 2025 at 6:15 PM HudClockPatch_v1.0.5.zip 1-click install

Added

  • Real-Time Clock

    • Toggle “Show real-time” switch in settings (beneath Time Format).

    • Renders system clock below in-game clock when enabled.

  • Time Format Dropdown

    • New dropdown to switch between 12-hour and 24-hour display.

    • Applies to both in-game time and real-time clock.

  • Localization Keys

    • Added six new lang keys for the above features (show-realtime, time-format, time-format-twentyfour_hour, time-format-twelve_hour, realtimeonly, am, pm).

    • Updated all locale files (de, fr, it, ja, pl, pt-br, pt-pt, ru, uk) to match en.json.

  •  
1.0.4 hudclockpatch
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
5579 Jun 11th 2025 at 6:11 AM HudClockPatch_v1.0.4.zip 1-click install

Improve room detection, should update without needing interaction. Slightly slower indication response, but more accurate.

Fixed some edge cases with room detection.


Known issues:
If you are within the space of a door facing inwards of a room and you are technically outside, the indicator may say you are in a room.
If you are within the space of a door within a 1x2 room, smallest room you could fit in.. the indicator wont detect it as a room. 

1.0.3 hudclockpatch 2586 Jun 1st 2025 at 4:28 AM HudClockPatch_v1.0.3.zip 1-click install

Fixed

  • Room Indicator picking up valid rooms that you are not in. (i.e. You are in a room that is now invalid, but the room indicator indicates that you are still in a valid room even after updating the room state because there is a valid room within proximity of the player).
  • The translation files having the improper key for the HUD position drop-down menu in the mod settings.

 

Notes

You still sometimes will need to update the room state by interacting within the room for the room indicator to indicate the proper state due to the way Vintage Story caches the room state. (i.e. placing/breaking a block or interacting with something like a chest or door within the bounds of the room you are in)

1.0.2 hudclockpatch 584 May 31st 2025 at 7:28 AM HudClockPatch_v1.0.2.zip 1-click install

Fixes

  • [Client Debug] Rift weather value: will no longer be spammed in console, updates only when there is a change.
  • Typo in mod settings menu, "Rift activity".

Changes / Additions

  • Added the ability to move the HUD clock to different positions on the screen in the mod settings menu via drop-down selection.
  • Added language support for this new function.

Notes

  • The temporal storm notifier does not move with the hud clock, and I did not make it adjustable. It will stay at the top left position of the screen.
  • Due to the way Vintage Story caches room states, the room indicator may not update properly until you interact with something within the rooms bounding area (i.e. placing/breaking a block or interacting with a door/chest/etc within the room boundries). Sometimes, the room indicator might be stuck at the wrong state even though it may be a valid room type until that room has been properly cached (i.e. displayed as room when actually a cellar).
1.0.1 hudclockpatch 3107 May 19th 2025 at 1:46 AM HudClockPatch_v1.0.1.zip 1-click install

Fixes

 

  • Improved detection if player is inside a cellar, room, or greenhouse

  • Handles doorways, farmland blocks, and multi-room proximity with "smart" scanning (Greenhouse > Room > Cellar)

  • Prevents false positives (e.g., farmland being counted as a cellar)

  • Some cases where the player would CTD

 
Added

  • Russian translation
  • French translation
  • Polish translation


- Probably backwards compatible with older versions.

1.0.0 hudclockpatch 23391 Nov 30th 2024 at 3:30 AM HudClockPatch.zip 1-click install

[Patched] For 1.20.0-pre.13! 


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

Hatshim, Jul 5th at 9:28 PM

It doesn't work for me, but HudClockPatch_v1.1.1 works for me, I had it from when I played on my old save.

GusterBuster, Jul 5th at 1:38 AM

Hello, struggling to get this mod to work atm. I have it installed and it wont run. I click the Shitf + O and th game crashes. Here the error log:


Crash Report
Running on 64 bit Windows 10.0.26200.0 with 11985 MB RAM
Game Version: v1.22.3 (Stable)
7/4/2026 6:31:53 PM: Critical error occurred in the following mod: hudclock@3.4.0
Loaded Mods: game@1.22.3, hudclock@3.4.0, creative@1.22.3, survival@1.22.3
System.MissingMethodException: Method not found: 'Vintagestory.API.Client.GuiComposer Vintagestory.API.Client.GuiComposerHelpers.AddDialogTitleBar(Vintagestory.API.Client.GuiComposer, System.String, System.Action, Vintagestory.API.Client.CairoFont, Vintagestory.API.Client.ElementBounds)'.
at hudclock.src.ui.ModSettingsDialog.RenderDialog() in D:\development\VintageStoryMods\solution\Mods\hudclock\src\ModSettings\ModSettingsDialog.cs:line 25
at hudclock.src.ui.ModSettingsDialog.RenderDialog() in D:\development\VintageStoryMods\solution\Mods\hudclock\src\ModSettings\ModSettingsDialog.cs:line 25
at hudclock.src.ui.ModSettingsDialog.TryOpen() in D:\development\VintageStoryMods\solution\Mods\hudclock\src\ModSettings\ModSettingsDialog.cs:line 228
at hudclock.src.ui.ModSettingsDialog.ToggleVisible(KeyCombination keyCombination) in D:\development\VintageStoryMods\solution\Mods\hudclock\src\ModSettings\ModSettingsDialog.cs:line 221
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 424
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 394
at Vintagestory.Client.NoObf.ClientMain.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1876
at Vintagestory.Client.GuiScreenRunningGame.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 322
at Vintagestory.Client.ScreenManager.OnKeyDown(KeyEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 903
at Vintagestory.Client.NoObf.ClientPlatformWindows.game_KeyDown(KeyboardKeyEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 253
at OpenTK.Windowing.Desktop.NativeWindow.OnKeyDown(KeyboardKeyEventArgs e)
at OpenTK.Windowing.Desktop.NativeWindow.KeyCallback(Window* window, Keys key, Int32 scancode, InputAction action, KeyModifiers mods)
James1983, Jul 3rd at 5:44 PM

I just upgaded to the 4.4.1 version and now Hudclock isnt working.  I get errors. saying -Prefix on all dispays

minigeek, 6 hours ago
@James1983: I just upgaded to the 4.4.1 version and now Hudclock isnt working. I get errors. saying -Prefix on all dispays

I have been getting this issue for a few versions now - temporary fix is to delete the cache folder for the mod

Elefsar, Jun 29th at 5:43 PM

Can we somehow make the text black? I don't want my OLED be harmed due to white text. 

Elocrypt , Jul 3rd at 10:49 AM (modified Jul 3rd at 10:49 AM)
@Elefsar: Can we somehow make the text black? I don't want my OLED be harmed due to white text.

New release 4.4.1, I've added new font color settings in the settings menu, dim or black should work for your OLED monitor.
Cheers!

Bear, Jun 18th at 3:51 AM

Thank you for adding the compat with Immersive Body Temperature! Reminds me of Finger in the Wind from the old 1.7.10 TFC. 

Roshie_, Jun 12th at 4:02 AM

Hello! The mod works perfectly for me, except there's a minor issue with the settings menu gets cut off, presumably due to my screen/resolution not being big enough. Could this be fixed via making the menu scrollable?

 HUD bug

sindalee, Jun 12th at 2:11 PM (modified Jun 12th at 2:13 PM)
@Elocrypt: Yeah, I could probably make that happen. I'll add it to my list.

just came to see if anyone else was having this issue, for me it cuts off further down, just after the word "multiplayer" in the screenshot in description. if i make it movable and move it  up, i'm able to see the first line is the tickbox to show online players.
enjoy some of the extra options, have loved this mod <3

tspoon, Jun 10th at 9:32 PM

First time trying this mod and there seems to be a bug, HUD Clock shows rain as rare despite the character menu showing it as common. Latest game version, no other HUD mods installed. 

image

 

Also, would you consider adding the ability to simply duplicate the Environment panel exactly as-is to the HUD? No custom formatting, no additional information. Just vanilla environment info displayed on the HUD instead of only in the character menu.

Elocrypt , Jun 11th at 3:20 AM
@tspoon: First time trying this mod and there seems to be a bug, HUD Clock shows rain as rare despite the character menu showing it as common. Latest game version, no other HUD mods installed. Also, would you consider adding the ability to simply duplicate the Env

The reason the rainfall is different is because HUD Clock is telling you how much it is raining currently, where the vanilla environment one is telling you how common rainfall is in the area you are in. I can see why that would be confusing though. I should probably either change it to the vanilla or just add the vanilla one in case users want both.

Yeah, I could duplicate it. I probably should've to begin with. 

GremLena, Jun 8th at 12:52 PM

Thank you so much for this mod, it's essential and I never play without it! <3 I was wondering, is there any way that moon phases could be added to the clock? I play with Ritual Apothiosis and it has events(?) tied to certain phases of the moon and it would be really helpful to be able to keep track during rainy and overcast weather/seasons (I have an addiction to living in jungles - I haven't seen the sky in days )

Phidica, Jun 7th at 8:09 AM

There is a regression due to the changes in the latest version (4.3.2). Because the clock always shows the Northern Hemisphere seasons according to the calendar month, when actually located in the Southern Hemisphere, the shown season is wrong.

 

If there is a problem with using the API to get the hemisphere, may I suggest adding a toggle to the options to switch to the SH seasons?

Axebeard, Jun 5th at 1:38 AM

Is there an explanation of what the icons mean? The house is obvious but I'm not sure about the box with a fruit in it. Basement?

Vinni_Pukh, Jun 4th at 7:04 PM

When I use this mod and realistic biome generation, despite the starting day being May 1st, hud clock says that it's fall. 

Elocrypt , Jun 5th at 12:32 AM
@Vinni_Pukh: When I use this mod and realistic biome generation, despite the starting day being May 1st, hud clock says that it's fall.

HUD Clock is asking Vintage Story's API which season it is at your position, and that API uses latitude calculations under the hood. Realistic Biome Generation patches those calculations to support its latitude/biome system, and the interaction was causing HUD Clock to think you were in the southern hemisphere, so May reads as Fall instead of Spring.

Fixed in 4.3.2 (out now). The season display now derives directly from the calendar month (meteorological seasons), which is the right call for a display mod anyway, no latitude math involved, no mod conflicts possible. Vanilla behaviour is unchanged. It confused people when it was using astronomical seasons anyways, so this just works better now.

Thanks for the report!

IWillSoonReturn, May 20th at 7:23 AM (modified May 20th at 8:53 AM)

it'd be cool if we had to craft the clock, like having a sundail in your inventory is what allows this to display. Would def give an immersive feel similar to how mapper alters the minimap

EDIT : this mod does not display the months from the elder scrolls calender mod, creating a mismatch between hudclock and the expanded inventory menu

Heebeejeebees, May 12th at 10:14 PM (modified May 12th at 10:25 PM)

I can see why 200 is the limit — it's literally the maximum the image could be at. But it's still funny how the custom image will stretch to fit the box, _even though_ the image container nested in main is smaller. So sticking with 200x100, the image still stretches to fill 310 pixels. Very weird.

Heebeejeebees, May 6th at 2:24 AM

So I discovered something. And I think it's why high-resolution images weren't used to begin with. The reason more… _abstract_ art was used, is to make up for the fact images are transmuted to fit the form of the shape it's meant to be in.

So whatever images are used, they'll be 100%×100%, rather than fixed-size to whatever the image dimensions are. Idk what to do about that.

Elocrypt , May 10th at 7:57 AM
@Heebeejeebees: So I discovered something. And I think it's why high-resolution images weren't used to begin with. The reason more… _abstract_ art was used, is to make up for the fact images are transmuted to fit the form of the shape it's meant to be in.So whatever imag

You're right, and that's intentional, images are stretched to fill the slot.
I looked into adding aspect-ratio-preserving rendering, but the slot height changes dynamically based on how many lines the user has enabled, so there's no single "correct" aspect ratio to target anyway. An image that looks right with 3 lines would have empty space or be clipped with 5.

The practical guidance for custom art is the same conclusion you reached, design images that look reasonable when stretched to fill a roughly landscape rectangle. Abstract/atmospheric art works well for this, which is why the built-in assets use that style.

If you want to target a specific aspect ratio, the slot is 200px wide (Modern and Custom themes) or 100px wide (Classic), and the height is roughly 17px per line plus some padding, so 4 lines is about 100px tall, giving approximately 2:1 for Modern/Custom or 1:1 for Classic at that line count. 

Elocrypt , May 2nd at 7:25 PM

Re-upload for v4.2.3 reason: I missed some `,` in some of the lang files which broke them.

Fixed

- Updated the required game version in modinfo.json from 1.22.1 to 1.22.0 to allow compatibility with earlier game versions.
- Minor formatting adjustments in JSON localization files (de, es-419, ko, pt-br, pt-pt) with no translation changes.
Edderjh, May 2nd at 6:04 PM

The Portuguese language stopped working after updating to 4.2.3.

Elocrypt , May 2nd at 6:26 PM (modified May 2nd at 6:33 PM)
@Edderjh: The Portuguese language stopped working after updating to 4.2.3.

Looks like I missed a `,` at the end of line 107 in the pt-br lang file when adding the new keys, this breaks the whole file unfortunately.

I recommend adding the , at the end of line 107 for now. You can find it in `assets/hudclock/lang/pt-br.json` and its this line `  "hudclock:apparent-temperature-prefix": "Aparente: {0} ({1})"` just add a `,` at the end
Or you may wait until I re-upload v4.2.3 again with it fixed, I am going to double check the other lang files to ensure I didn't miss any others.

Edit: Oh yeah, definitely forgot `,` in a couple of the lang files, this is why you don't work tired. Thank you for the report!

DefactoToast, May 1st at 3:58 PM

says it supposed to work on 1.22.0 but it does not. should probably fix that.

 

Elocrypt , May 1st at 6:12 PM
@DefactoToast: says it supposed to work on 1.22.0 but it does not. should probably fix that.

Re-uploaded, I forgot that when you change the modinfo to the latest version it decides that it cannot work with the previous versions. . .

It now requires at least VS1.22.0, thank you for the report!

Geneticus, May 1st at 7:02 AM

Is there a way you could add more fine tuned control over placement? I find that the built in placement settings slightly overlap other hud display mods. At the very least, placing it left aligned but vertically centered might work. 

Elocrypt , May 3rd at 2:12 PM
@Geneticus: Is there a way you could add more fine tuned control over placement? I find that the built in placement settings slightly overlap other hud display mods. At the very least, placing it left aligned but vertically centered might work.

I made a new mod and released it today which enables HUD Clock and any other HUD mod developer to hook into it to have a fully controllable drag&drop system. I don't think it can get finer tuned than this :)
Cheers!

Elocrypt , May 1st at 5:23 AM (modified May 1st at 6:23 AM)

NOTE: The Immersive Body Temperature compatibility will work when Cer0 releases a new update, as the current released version is not wired for it. 

Edit: The update has been released: Immersive Body Temperature

ReaH424, Apr 28th at 6:52 AM

Thank you for letting me know. Here is ko.json

ReaH424, Apr 28th at 6:20 AM

Hello, I have completed the Korean translation for version 4.2.1 of this mod. I would like to send you the JSON file—would it be okay if I shared it via Google Drive or a similar service?

Elocrypt , Apr 28th at 6:45 AM (modified Apr 28th at 6:47 AM)
@ReaH424: Hello, I have completed the Korean translation for version 4.2.1 of this mod. I would like to send you the JSON file—would it be okay if I shared it via Google Drive or a similar service?

The best way to go about this is to use Pastebin and reply with the link to the pastebin like this user did below: NeoB
There are some new entries in v4.2.2 which is not released yet here but you can view the en.json lang file here for reference: https://github.com/Elocrypt/HudClock/blob/main/src/HudClock/assets/hudclock/lang/en.json

Heebeejeebees, Apr 26th at 2:56 AM

Hey Elo, I'm not sure if you're aware of it, but you might be interested in Maltiez' ConfigLib for custom images; check for it, then show the option to set custom in the dropdown menu; once selected, expose / make active a button (presumably, labelled with "…") to invoke an ImGUI-dependent menu which shows the selected images, and buttons to change them in-game. The only issue with this, is Vintage Story's tenency to show directories as separate selections in the mod manager — you'd have to put 'em somewher else, unless there's a cross-platform way to hide them I am unaware of.

You'd have to hard-code the paths and instruct people to create the directory themselves if they don't want to install ImGUI and ConfigLib. But this could be expanded to creating image profiles, which are represented in different directories, so each folder represents a menu entry in the ImGUI window… if that's possible.

Elocrypt , Apr 26th at 3:24 AM (modified Apr 26th at 3:25 AM)
@Heebeejeebees: Hey Elo, I'm not sure if you're aware of it, but you might be interested in Maltiez' ConfigLib for custom images; check for it, then show the option to set custom in the dropdown menu; once selected, expose / make active a button (presumably, labelled wit

Thanks for the feedback! I'm actually aiming to keep this mod lightweight and dependency-free. Since the v4.0.0 rewrite uses a native settings UI, adding ImGUI or ConfigLib just for a file browser feels like overkill if I'm being honest.

Instead, in v4.2.2, I could add a 'Custom' theme option. It simply looks for textures in hudclock:textures/hud/custom/. This lets users swap in their own icons using a standard Vintage Story texture pack, no extra libraries required. Keeps things clean and fast!
All the user would have to do is add their custom images in these directories of the mod assets/hudclock/textures/hud/custom/ named (spring.png/summer.png/fall.png/winter.png/tempstorm.png) and assets/hudclock/textures/room/custom/ named (cellar.png/greenhouse.png/room.png).

Kifaru, Apr 25th at 8:22 AM

Isi t possible to include an option to add "Rainfall in the area" as well?

Elocrypt , Apr 26th at 1:12 AM (modified Apr 26th at 1:48 AM)
@Kifaru: Isi t possible to include an option to add "Rainfall in the area" as well?

Added in v4.2.0, cheers! 

Edit: I am realizing now that I may have been confused and added the current rainfall in the area, rather than what I am now assuming is what shows in the Environment GUI which says the likelyness of rain in the area you are in.

Kifaru, May 4th at 9:51 PM (modified May 4th at 10:02 PM)
@Elocrypt: Added in v4.2.0, cheers! Edit: I am realizing now that I may have been confused and added the current rainfall in the area, rather than what I am now assuming is what shows in the Environment GUI which says the likelyness of rain in the area you are in.

Your assumption would be correct, yes, lol.

 

I wanted to know the likelihood of the rain in the area which shows up when you open the character panel (that shows Rift activity etc). Although is that different to "current rainfall in the area"? Could be room for both.

Elocrypt , May 4th at 10:13 PM (modified May 4th at 10:15 PM)
@Kifaru: Your assumption would be correct, yes, lol. I wanted to know the likelihood of the rain in the area which shows up when you open the character panel (that shows Rift activity etc). Although is that different to "current rainfall in the area"? Could be roo

I'll ponder on it. I can see where it would be somewhat annoying to open the gui (stop moving) to check everytime rather than it just being in the HUD where you can actively see it. 
Maybe, I'll turn the current "show rainfall" to a dropdown where you could have `current rain/chance of rain/both/none`, we'll see.

Elocrypt , Apr 25th at 1:40 AM

WintersRaine
Thank you so much, WintersRaine! It’s awesome to see the mod is making a difference for you. I really appreciate the offer of support; it honestly means a lot.

Heebeejeebees
Theme support has been implemented in the latest release. I have tried many upscaling methods but the results are negligible. I might have another solution without upscaling, I will look into converting the icon scale between the Classic and Modern version so the classic textures can keep their original 100x50 scale. For now, they are upscaled to 200x100.

NeoB
Great work! I will add these in on the next update. Thank you.

NeoB, Apr 25th at 12:43 AM

I have updated the Spanish versions es-419 and es-es
with the new keys

Heebeejeebees, Apr 25th at 12:28 AM

Since you are going to add theme support for HUD Clock, peerhaps also, figure a way to scale up an image so it fits the 200×100 space. The original images were 100×50, so minimally images must be 2×1.

WintersRaine, Apr 24th at 5:58 PM

Elocrypt Thank you so much!! I have been going crazy without this particular mod! all the love. Come Pay day I am sending some support!

 

healnow, Apr 21st at 11:09 PM

This is working fine on v1.22.0 (Stable)

unHallowed, Apr 21st at 11:09 PM

Just loaded this alone in 1.22 stable. It loads fine (no weird errors) and it appears to be working.

MystRunner, Apr 18th at 8:01 PM

Works fine in 1.21

I'd love to see an eventual update or fork into 1.22 that also includes Intoxication levels.

Elocrypt , Apr 26th at 1:13 AM (modified Apr 26th at 1:13 AM)
@MystRunner: Works fine in 1.21I'd love to see an eventual update or fork into 1.22 that also includes Intoxication levels.

Added a line for intoxication levels in v4.2.0.

Cheers

Xplosionist, Apr 18th at 6:22 PM

So I've had this working on 1.21.6, but the real question is whether there is any work going on here.

Elocrypt, are you able to work on this any more, keep it up to date?  Last update was 6 months ago.

Has anyone else already picked up this torch from Rhonen and Elocrypt ?

Dromelon, Apr 5th at 8:03 PM

i am having troubles getting this to work on 1.21.6 and from what i gather it doesnt? any advice?

witchcure, Apr 3rd at 10:36 PM

Tried using your old fix for the bug that does this:

 

hudclock:hudclock-caption-season-

hudclock:hudclock-caption-temp-

hudclock:hudclock-caption-realtime-

hudclock:hudclock-caption-wind-prefix

But it didn't work. Could there be possible mod conflicts?

Kerrileigh, Mar 24th at 11:06 PM

Will this be updated for 1.22?  I miss this so much!

VintageChub, Mar 17th at 8:43 PM

Can you please add coordinates as a option? 

Xplosionist, Mar 11th at 6:20 PM (modified Mar 11th at 6:23 PM)

This is noted as working up to 1.21.1, but it sounds from below that it's still working.

Can you update the data here in moddb, if not update the mod if needed for 1.21.6, and/or the 1.22 rc ? 

DimitriRascolov said:

> is it possible to add a feature to let you choose where the indicator appears on screen, i would very much like to be able to have it under my minimap and coords rather than upper left

I agree!  This would be useful config parameter to add.  Since there's already a configuration U/I, hopefully it wouldn't be hard to add.

oniGURIO, Feb 22nd at 10:30 AM

Add body temperature display.

Elocrypt , Apr 26th at 1:15 AM
@oniGURIO: Add body temperature display.

I have added a body tempurature line to v4.2.0.

Cheers

WintersRaine, Feb 6th at 6:19 PM

Elocrypt So far the mod is working on Prerelease.

Himes, Jan 9th at 12:20 PM

DeScruff Interesting... Seems like that should be updated on the wiki... Thanks for the help! Glad it's not a bug lol. 

DeScruff, Jan 4th at 8:56 PM

Himes Winter starts December 21st, just like astronomical seasons, rather then meteorlogical. When playing with lower then 30 day months expect 'Time/date compression'. In your 12 days per month world, every day is basicly treated like 2.5 days.

So seasons will always change on the 8th, since that basicly the 20th, 21st, and 22nd rounded together in 1 day.

Himes, Dec 30th 2025 at 1:57 PM (modified Dec 31st 2025 at 8:34 AM)

I'm 2 days into December, however it still says I'm in Fall. Not sure if this is a side affect of having 12 days in a month, or if something else is broken. I'm on the latest version 1.21.6. Reading the Wiki for seasons it says Winter starts in December. After re-joining my world it says winter for a breif second before changing to fall again.

 

Edit: as I suspected the winter only decided to show on the 8th of December. I presume it happens similarly with other mods tho I only just installed it.

DimitriRascolov, Dec 9th 2025 at 2:27 AM

is it possible to add a feature to let you choose where the indicator appears on screen, i would very much like to be able to have it under my minimap and coords rather than upper left

 

MageTrash, Dec 4th 2025 at 8:28 AM

@Dovinya, that is a known bug with base Vintage Story. Simple HUD is not responsible for your house being considered a greenhouse. I think there's some general plans to revamp the housing system in future vanilla updates :3

Dovinya, Nov 5th 2025 at 10:07 PM

After having to export my house to a new world part of my house will  count as a greenhouse no matter what happens. I have rebuild me house from scratch. cleared the cache. clean downloaded it again. Yet nothing seems to work to fix the icone turnign from greenhouse to house 

Squidgie, Nov 1st 2025 at 2:14 AM

Firstly, thanks for the useful mod.  Second, this might not fit into the intent of this specific mod, but I have a long running world that I have spent many years in and would love to see a simple day counter of what in game day it is currently.  Others might find useful.

DarkWolff, Oct 22nd 2025 at 12:10 AM

Is there any way you could add the player's temperature as well as the air temp? Having to constantly check the character menu for my internal temperature is a little annoying.

Elocrypt , Oct 4th 2025 at 5:48 PM

Nexusdog
Delete your config and it should be fixed. If not, delete your cache as well.

Nexusdog, Oct 4th 2025 at 3:01 PM (modified Oct 4th 2025 at 4:43 PM)

Version 1.0.7

 

I get this bug sometimes, where the text is replaced with

hudclock:hudclock-caption-season-

hudclock:hudclock-caption-temp-

hudclock:hudclock-caption-realtime-

hudclock:hudclock-caption-wind-prefix

 

Any ideas?

Vinter_Nacht, Oct 3rd 2025 at 9:14 PM

I don't know that this is from your mod, but it first appeared when playing on our server after installing your mod.
It's intermittent, and it may not even be your mod, but yours is the most likely suspect (outside of a vanilla error... But not having seen the error before, your mod is more likely).

For the record: I hate crashes like these when they happen to my mods. No idea what's causing them, and it doesn't even do you the kindness of saying "Yeah, it's your mod."  Thank you for patching this for 1.21, I hope this is useful to you.

Crash Report
3.10.2025 16:07:42 [Error] Exception: Object reference not set to an instance of an object.
   at Vintagestory.GameContent.WeatherDataReaderBase.LoadLerp(Vec3d pos, Boolean useArgValues, Single lerpRainCloudOverlay, Single lerpRainOverlay, Single dt) in VSEssentials\Systems\Weather\WeatherDataReader.cs:line 249
   at Vintagestory.GameContent.WeatherSystemBase.Event_OnGetWindSpeed(Vec3d pos, Vec3d& windSpeed) in VSEssentials\Systems\Weather\WeatherSystemBase.cs:line 64
   at Vintagestory.GameContent.WeatherSimulationParticles.asyncParticleSpawn(Single dt, IAsyncParticleManager manager) in VSEssentials\Systems\Weather\WeatherSimulationParticles.cs:line 341
   at Vintagestory.Client.NoObf.SystemRenderParticles.OnSeperateThreadGameTick(Single dt) in VintagestoryLib\Client\Systems\Render\Particle\RenderParticles.cs:line 256
   at Vintagestory.Client.NoObf.ClientThread.Update() in VintagestoryLib\Client\ClientThread.cs:line 98
   at Vintagestory.Client.NoObf.ClientThread.Process() in VintagestoryLib\Client\ClientThread.cs:line 40
3.10.2025 16:07:43 [Notification] Destroying game session, waiting up to 200ms for client threads to exit
3.10.2025 16:07:44 [Notification] Exiting current game to main menu, reason: client thread crash
Elocrypt , Oct 2nd 2025 at 1:13 PM

Kaldo
Thanks for the report, the performance should be improved now.

Kaldo, Sep 26th 2025 at 12:28 PM (modified Sep 26th 2025 at 12:28 PM)

Just adding another report for the "random crashes without any logged errors". What ultimately tipped me off that this mod was the cause is the last recorded cause of the frame dip, just before the freezeup. After removing the mod I haven't had a single crash for hours now.

 

25.9.2025 21:45:59 [Notification] A tick took 472.24 ms
472.24ms,  call : all
  447.40ms, 1 call : tick-entitylisteners (mainly BlockEntities)
    447.32ms, 1 call : gmlehudclock.src.TimeDialog.RoomIndicatorClient
  7.98ms, 18 calls, avg 443.24 us/call: blockinteractionhelp-recomp-2.3
  5.71ms, 1 call : sleep
  2.95ms, 18 calls, avg 163.93 us/call: blockinteractionhelp-recomp-2.2
  0.72ms, 3 calls, avg 240.53 us/call: blockinteractionhelp-recomp-1
  0.71ms, 3 calls, avg 235.20 us/call: blockinteractionhelp-recomp-3
  0.68ms, 1 call : rend3D-ret-op
  0.66ms, 1 call : rendTransparent
  0.63ms, 1 call : readpacket58

Hope this helps

SonicGal, Sep 9th 2025 at 3:35 AM (modified Sep 9th 2025 at 7:43 AM)

I can still confirm this mod is working as intended for me.  Running VS 1.21.0 and the latest version of this mod (1.1.1).  No crashes when pressing Shift + O to open the HUD settings, and no other unexpected issues/inaccuracies while playing.  Cleared the mod config files just to be safe as well.  Only other mod in use is Zoom Button Reborn.

Thanks again Elocrypt for continuing to update this great mod! 💙

Sneezingprince, Sep 4th 2025 at 2:38 PM

Will this be updated to 1.21 or should we use the 1.1.1 version?

Logovore, Sep 2nd 2025 at 5:44 PM

Shift+O crashes the game

Felix_Brave, Aug 29th 2025 at 6:51 PM (modified Aug 29th 2025 at 6:57 PM)

Hi, so far I haven't been able to load any new save files due to the mod making an error message of "A different version of mod 'hudclockpatch' was loaded already. changing mod versions requires a game restart." and I have deleted past versions, deleted and redownloaded the config file, and it still gives me that same message. Any clue how to fix it?

EDIT: Fixed it, just had to delete the old hud clock mod. I thought this was a patch not a standalone version

Elocrypt , Aug 27th 2025 at 4:58 PM (modified Aug 27th 2025 at 11:46 PM)

MightBeAPotato
If you are playing on VS 1.21 stable release, you will need to update to HudClockPatch_v1.1.1 also delete the config file so that it ensure it generates a new config with whatever changes I made.

1.0.7 is for VS 1.20

MightBeAPotato, Aug 27th 2025 at 1:01 PM (modified Aug 27th 2025 at 1:02 PM)

Updated the game to 1.21 release. mod still works fine but shift + o to open the HUD settings instantly crashes the game. Anyone have a solution? I'm using the 1.0.7 version of the mod

Starwillow_, Aug 24th 2025 at 12:37 AM

Maybe I'm missing something, but I just downloaded this patch and now I don't have a HUD clock? I've tried the hotkeys and nothing works. The mod is enabled, and I disabled the original. 

Elocrypt , Aug 20th 2025 at 9:20 AM (modified Aug 20th 2025 at 9:22 AM)

Remorium
It looks like you are trying to use version 1.0.7 which is for game version 1.20 using Net7

You are running game version 1.21.0-rc.6, and you should be using using HudClockPatch_v1.1.1, this should work for that game version which is using Net8

Remorium, Aug 20th 2025 at 8:02 AM (modified Aug 20th 2025 at 8:04 AM)

When I press Shift + O to look at the settings, Vintage Story crashes. (The clock otherwise works fine.) I am putting the error log here. I am using the latest release of both Vintage Story and the patch. The mods I am using are Better Ruins, Block Overlay, Bricklayers, Buzzwords, Expanded Matter, Freedom Units, Prospect Together, Stable Surface, and Terra Pretty. That being said, it seems the crash happens solely because of the mod looking at the error log. Not sure what is causing it though... and also I can't figure out how to hide the crash report. It will not minimize! 

Crash Report

Running on 64 bit Windows 10.0.26100.0 with 16227 MB RAM
Game Version: v1.21.0-rc.6 (Unstable)
8/20/2025 2:56:54 AM: Critical error occurred in the following mod: hudclockpatch@1.0.7
Loaded Mods: buzzwords@1.8.0, prospecttogether@2.1.0-rc.1, game@1.21.0-rc.6, betterruins@0.5.0-rc.1, blocksoverlay@4.5.2, freedomunits@1.1.4, hudclockpatch@1.0.7, stablesurface@0.0.2, terraprety@7.0.5-pre.1, creative@1.21.0-rc.6, survival@1.21.0-rc.6, em@3.3.0-pre.1, bricklayers@3.1.0-pre.1
System.MissingMethodException: Method not found: 'Vintagestory.API.Client.GuiComposer Vintagestory.API.Client.GuiComposerHelpers.AddDialogTitleBar(Vintagestory.API.Client.GuiComposer, System.String, System.Action, Vintagestory.API.Client.CairoFont, Vintagestory.API.Client.ElementBounds)'.
at hudclock.src.ui.ModSettingsDialog.RenderDialog()
at hudclock.src.ui.ModSettingsDialog.TryOpen()
at hudclock.src.ui.ModSettingsDialog.ToggleVisible(KeyCombination keyCombination)
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 424
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 394
at Vintagestory.Client.NoObf.ClientMain.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1834
at Vintagestory.Client.GuiScreenRunningGame.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 320
at Vintagestory.Client.ScreenManager.OnKeyDown(KeyEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 880
at Vintagestory.Client.NoObf.ClientPlatformWindows.game_KeyDown(KeyboardKeyEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 249
at OpenTK.Windowing.Desktop.NativeWindow.OnKeyDown(KeyboardKeyEventArgs e)
at OpenTK.Windowing.Desktop.NativeWindow.KeyCallback(Window* window, Keys key, Int32 scancode, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.NativeWindow.ProcessWindowEvents(Boolean waitForEvents)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
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 = 8/7/2025 8:14:50 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.0.0, 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: 0x6ab8
Faulting application start time: 0x1dc079608521aac
Faulting application path: C:\Users\remor\Documents\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\remor\Documents\Vintagestory\Lib\openal32.dll
Report Id: a70c94c7-9949-43ef-9e73-c7d546544ece
Faulting package full name:
Faulting package-relative application ID: }

Fugess, Aug 13th 2025 at 9:10 AM (modified Aug 13th 2025 at 9:12 AM)
cs.json / translation
{
    "comment_description": "Czech localization file for 'Simple HUD Clock'.",
    "comment_version": "Mod Version: v1.0.7",
    "comment_author": "Rhonen",
    "comment_contributors": "Elocrypt",
    "comment_technical_details": "",

    "hudclock:hudclock-caption-time": "Čas",
    "hudclock:hudclock-caption-temp-degrees": "{0} °C",
    "hudclock:hudclock-caption-temp-fahrenheit": "{0} °F",
    "hudclock:hudclock-caption-season-winter": "Zima",
    "hudclock:hudclock-caption-season-fall": "Podzim",
    "hudclock:hudclock-caption-season-summer": "Léto",
    "hudclock:hudclock-caption-season-spring": "Jaro",
    "hudclock:hudclock-caption-online-players": "Hráči online: {0}",
    "hudclock:hudclock-keybind-time-title": "Rozšíření HUD hodin",
    "hudclock:hudclock-keybind-storm-title": "Rozšíření HUD časové bouře",
    "hudclock:hudclock-caption-temp-storm-far-away": "Bouře v nedohlednu",
    "hudclock:hudclock-caption-temp-storm-deactivated": "Bouře deaktivována",
    "hudclock:hudclock-caption-temp-storm-approaching": "Bouře se blíží {0}",
    "hudclock:hudclock-caption-temp-storm-active": "Bouře aktivní",
    "hudclock:hudclock-open-mod-settings": "Mod HUD hodin - nastavení",
    "hudclock:hudclock-mod-settings-temp-fahrenheit": "Zobrazit teplotu ve stupních Fahrenheita",
    "hudclock:hudclock-mod-settings-playercount-mp": "Zobrazit počet hráčů (online)",
    "hudclock:hudclock-mod-settings-claimed-area": "Zobrazit zabrané území",
    "hudclock:hudclock-mod-settings-storm-dialog-shown": "Zobrazit časovou bouři",
    "hudclock:hudclock-mod-settings-storm-dialog-shown-always": "Vždy",
    "hudclock:hudclock-mod-settings-storm-dialog-shown-trigger_only": "Při blížení",
    "hudclock:hudclock-mod-settings-storm-dialog-shown-never": "Nikdy",
    "hudclock:hudclock-mod-caption-dialog-claimed-by": "Území hráče {0}",
    "hudclock:hudclock-mod-settings-hud-position": "Pozice HUD",
    "hudclock:hudclock-mod-settings-hud-position-top_left": "Nahoře vlevo",
    "hudclock:hudclock-mod-settings-hud-position-top_right": "Nahoře vpravo",
    "hudclock:hudclock-mod-settings-hud-position-center_top": "Nahoře uprostřed",
    "hudclock:hudclock-mod-settings-hud-position-bottom_left": "Dole vlevo",
    "hudclock:hudclock-mod-settings-hud-position-bottom_right": "Dole vpravo",
    "hudclock:hudclock-mod-settings-hud-position-center_bottom": "Dole uprostřed",
    "hudclock:hudclock-mod-settings-rift-activity-shown": "Aktivita trhlin",
    "hudclock:hudclock-mod-settings-rift-activity-shown-never": "Nikdy",
    "hudclock:hudclock-mod-settings-rift-activity-shown-world_config_dependend": "Když je aktivní ve světě",
    "hudclock:hudclock-mod-settings-rift-activity-shown-always": "Vždy",
    "hudclock:hudclock-mod-settings-wind-speed-shown": "Rychlost větru",
    "hudclock:hudclock-mod-settings-wind-speed-shown-text": "Beaufortova stupnice",
    "hudclock:hudclock-mod-settings-wind-speed-shown-percent": "Procenta",
    "hudclock:hudclock-mod-settings-wind-speed-shown-never": "Nikdy",
    "hudclock:hudclock-mod-settings-show-date": "Zobrazit datum",
    "hudclock:hudclock-mod-settings-show-time": "Zobrazit čas",
    "hudclock:hudclock-mod-settings-show-realtime": "Zobrazit reálný čas",
    "hudclock:hudclock-mod-settings-show-season": "Zobrazit roční období",
    "hudclock:hudclock-mod-settings-show-temperature": "Zobrazit teplotu",
    "hudclock:hudclock-mod-settings-show-room-indicator": "Zobrazit indikátor místnosti",
    "hudclock:hudclock-mod-settings-time-format": "Formát času",
    "hudclock:hudclock-mod-settings-time-format-twentyfour_hour": "24hodinový",
    "hudclock:hudclock-mod-settings-time-format-twelve_hour": "12hodinový",
    "hudclock:dateonly": "{0}. {1}, Rok {2}",
    "hudclock:hudclock-caption-realtime-prefix": "Reálný čas: ",
    "hudclock:am": "dop.",
    "hudclock:pm": "odp.",
    "hudclock:hudclock-caption-wind-0": "Bezvětří",
    "hudclock:hudclock-caption-wind-1": "Lehký vánek",
    "hudclock:hudclock-caption-wind-2": "Slabý vánek",
    "hudclock:hudclock-caption-wind-3": "Jemný vánek",
    "hudclock:hudclock-caption-wind-4": "Mírný vánek",
    "hudclock:hudclock-caption-wind-5": "Čerstvý vítr",
    "hudclock:hudclock-caption-wind-6": "Silný vítr",
    "hudclock:hudclock-caption-wind-7": "Mírná bouře",
    "hudclock:hudclock-caption-wind-8": "Bouře",
    "hudclock:hudclock-caption-wind-9": "Silná bouře",
    "hudclock:hudclock-caption-wind-10": "Vichřice",
    "hudclock:hudclock-caption-wind-11": "Prudká vichřice",
    "hudclock:hudclock-caption-wind-12": "Hurikán",
    "hudclock:hudclock-caption-wind-prefix": "Vítr: {0}"
}
NeoB, Aug 9th 2025 at 12:44 AM (modified Aug 29th 2025 at 2:37 PM)
es-419.json translation (LATAM)
{
    "comment_description": "Traducción al español de 'Simple HUD Clock'.",
    "comment_version": "Mod Version: v1.1.1",
    "comment_author": "Rhonen, Elocrypt",
    "comment_contributors": "NeoB",
    "comment_technical_details": "",

    "hudclock:hudclock-caption-time": "Hora",
    "hudclock:hudclock-caption-temp-degrees": "{0} °C",
    "hudclock:hudclock-caption-temp-fahrenheit": "{0} °F",
    "hudclock:hudclock-caption-season-winter": "Invierno",
    "hudclock:hudclock-caption-season-fall": "Otoño",
    "hudclock:hudclock-caption-season-summer": "Verano",
    "hudclock:hudclock-caption-season-spring": "Primavera",
    "hudclock:hudclock-caption-online-players": "Jugadores en línea: {0}",
    "hudclock:hudclock-keybind-time-title": "Extensión de reloj HUD",
    "hudclock:hudclock-keybind-storm-title": "Extensión de tormenta temporal HUD",
    "hudclock:hudclock-caption-temp-storm-far-away": "No hay tormenta a la vista",
    "hudclock:hudclock-caption-temp-storm-deactivated": "Tormenta desactivada",
    "hudclock:hudclock-caption-temp-storm-approaching": "Tormenta aproximándose {0}",
    "hudclock:hudclock-caption-temp-storm-active": "Tormenta activa",
    "hudclock:hudclock-open-mod-settings": "Configuración del mod Hud clock",
    "hudclock:hudclock-mod-settings-temp-fahrenheit": "Mostrar temperatura en Fahrenheit",
    "hudclock:hudclock-mod-settings-playercount-mp": "Mostrar conteo de jugadores (en línea)",
    "hudclock:hudclock-mod-settings-claimed-area": "Mostrar área reclamada",
    "hudclock:hudclock-mod-settings-storm-dialog-shown": "Mostrar tormenta temp.",
    "hudclock:hudclock-mod-settings-storm-dialog-shown-always": "Siempre",
    "hudclock:hudclock-mod-settings-storm-dialog-shown-trigger_only": "Al aproximarse",
    "hudclock:hudclock-mod-settings-storm-dialog-shown-never": "Nunca",
    "hudclock:hudclock-mod-caption-dialog-claimed-by": "Reclamado por {0}",
    "hudclock:hudclock-mod-settings-hud-position": "Posición del HUD",
    "hudclock:hudclock-mod-settings-hud-position-top_left": "Superior izquierda",
    "hudclock:hudclock-mod-settings-hud-position-top_right": "Superior derecha",
    "hudclock:hudclock-mod-settings-hud-position-center_top": "Centro superior",
    "hudclock:hudclock-mod-settings-hud-position-bottom_left": "Inferior izquierda",
    "hudclock:hudclock-mod-settings-hud-position-bottom_right": "Inferior derecha",
    "hudclock:hudclock-mod-settings-hud-position-center_bottom": "Centro inferior",
    "hudclock:hudclock-mod-settings-rift-activity-shown": "Actividad de grieta",
    "hudclock:hudclock-mod-settings-rift-activity-shown-never": "Nunca",
    "hudclock:hudclock-mod-settings-rift-activity-shown-world_config_dependend": "Cuando esté activa en el mundo",
    "hudclock:hudclock-mod-settings-rift-activity-shown-always": "Siempre",
    "hudclock:hudclock-mod-settings-wind-speed-shown": "Velocidad del viento",
    "hudclock:hudclock-mod-settings-wind-speed-shown-text": "Escala Beaufort",
    "hudclock:hudclock-mod-settings-wind-speed-shown-percent": "Porcentaje",
    "hudclock:hudclock-mod-settings-wind-speed-shown-never": "Nunca",
    "hudclock:hudclock-mod-settings-show-date": "Mostrar fecha",
    "hudclock:hudclock-mod-settings-show-time": "Mostrar hora",
    "hudclock:hudclock-mod-settings-show-realtime": "Mostrar hora real",
    "hudclock:hudclock-mod-settings-show-season": "Mostrar estación",
    "hudclock:hudclock-mod-settings-show-temperature": "Mostrar temperatura",
    "hudclock:hudclock-mod-settings-show-room-indicator": "Mostrar indicador de habitación",
    "hudclock:hudclock-mod-settings-time-format": "Formato de hora",
    "hudclock:hudclock-mod-settings-time-format-twentyfour_hour": "24 horas",
    "hudclock:hudclock-mod-settings-time-format-twelve_hour": "12 horas",
    "hudclock:dateonly": "{0} de {1}, Año {2}",
    "hudclock:hudclock-caption-realtime-prefix": "Hora real: ",
    "hudclock:am": "AM",
    "hudclock:pm": "PM",
    "hudclock:hudclock-caption-wind-0": "Calma",
    "hudclock:hudclock-caption-wind-1": "Brisa muy ligera",
    "hudclock:hudclock-caption-wind-2": "Brisa ligera",
    "hudclock:hudclock-caption-wind-3": "Brisa suave",
    "hudclock:hudclock-caption-wind-4": "Brisa moderada",
    "hudclock:hudclock-caption-wind-5": "Brisa fresca",
    "hudclock:hudclock-caption-wind-6": "Brisa fuerte",
    "hudclock:hudclock-caption-wind-7": "Viento fuerte",
    "hudclock:hudclock-caption-wind-8": "Temporal",
    "hudclock:hudclock-caption-wind-9": "Temporal fuerte",
    "hudclock:hudclock-caption-wind-10": "Tormenta",
    "hudclock:hudclock-caption-wind-11": "Tormenta violenta",
    "hudclock:hudclock-caption-wind-12": "Huracán",
    "hudclock:hudclock-caption-wind-prefix": "Viento: {0}"
}

Elocrypt , Aug 6th 2025 at 8:50 PM (modified Aug 6th 2025 at 8:51 PM)

parzezal SmaDaijun

I have reached out to the both of you via Discord direct message providing a test build which hopefully fixes the issues you both are experiencing. Please, let me know if it fixes the issue.
If it does, I will make a release asap. Thank you!

SmaDaijun, Aug 5th 2025 at 1:22 PM (modified Aug 7th 2025 at 1:37 PM)

parzezal Adding my final input to this, im now using version 1.0.3 of this mod and am having no more crashes, it seems for me any version 1.0.4 or newer is causing the crashes 

Edit: this is no longer relevant as 1.0.7 fixed this issue

Coywolfy, Aug 5th 2025 at 10:57 AM

I apologize if I'm just missing something but is there a way to change the size of the HUD Clock or it's text size? 

Thank you for making this patch! I absolutely love using this mod!

Kaezyr, Aug 4th 2025 at 10:52 PM

Thanks for this! 

parzezal, Aug 4th 2025 at 4:12 PM

I'm seeing the same thing. In a vanilla version of the save thats been crashing I had one room, I have a cellar. I have identified that the extra rooms are being added by the A Culinary Artillery and Primitive Survival mods. I added screenshot of the rooms list to the google drive, vanilla, fully modded, culinary artillery, and primitive survival. Hopefully this helps.

 

https://drive.google.com/drive/folders/1gQo6fIHa7D3zL3oMJCO7MNl9Zq_MVuha?usp=sharing 

SmaDaijun, Aug 4th 2025 at 3:18 PM

https://imgur.com/a/WbDH0BJ 

something is adding ALOT of rooms, some of which look a bit odd. idk if /debug rooms list produces the same in vanilla but could be a culprit. 

Elocrypt , Aug 4th 2025 at 2:19 PM

SmaDaijun

None of those actions interact with HUD Clock, so I am not sure why any of those would cause crashing.

I can't reproduce any crashing either, even with over 100 mods active. Very bizarre.

SmaDaijun, Aug 4th 2025 at 1:39 PM (modified Aug 4th 2025 at 2:01 PM)

Elocrypt I have purged my VintageStoryData, running fine now, will update if it freezes again. I did have an old version of hudclock before this, I might have missed the old ones config file. 
 

update: 10 min of gameplay before it hung. But it ALWAYS only happens when placing / interacting with any form of storage/in world storage. once when smithing, now when placing a crock and a lot of times when making plank piles. 

update2 : It also crashes even if mod is disabled form ingame the modmenu

Elocrypt , Aug 4th 2025 at 12:45 PM

parzezal SmaDaijun
Deleting your Cache folder and the StepUpAdvancedConfig.json may fix this.
The cache could be causing issues or the config could be mismatched with the latest version due to changes.


parzezal, Aug 4th 2025 at 3:41 AM (modified Aug 4th 2025 at 3:41 AM)

SmaDaijun I took backups of my backup saves and mods. Uninstalled Vintage Story and deleted the AppData/Roaming/VintageStoryData folder. Using a new download of 1.20.12 I did a fresh install and it appears to have resolved the issue. Hoping it stays resolved, but I did start the world that kept crashing with all the mods.

parzezal, Aug 3rd 2025 at 11:58 PM

SmaDaijun glad to know I'm not the only one getting this issue. Will do some more testing with updated versions of commonlib and player corpse. Been doing some more testing and catching some memory leaks right around the time of the crash. Need to investigate further, but have added the log file to the google drive.

SmaDaijun, Aug 3rd 2025 at 8:00 PM (modified Aug 3rd 2025 at 9:07 PM)

 

parzezal you are a lifesaver, I could not for the life of me figure out what was causing my crashes. I run 30+ mods and without hud clock it does not crash

btw I checked your list and the only mods we shared were: Better Ruins, Common Lib, Continental World, Dana Tweaks, Player Corpse, Primitive Survival. Just in case you wanna investigate that player corpse or commonlib a bit more as they are both quite outdated and might cause issues for hud clock. 

parzezal, Aug 1st 2025 at 5:31 PM (modified Aug 1st 2025 at 5:40 PM)

Having a weird crash that I think I've tied to this mod.

 

Problem being encountered is the game will freeze and then become unresponsive. It won't crash and generate a crash log. It will just sit there and spin and then a notification that the vintage story client is not responding will appear.

 

Best I've been able to do to ensure recreation is to shovel out a charcoal pit. With the hud clock patch enabled I will get stutters and FPS drops to 0, then the crash Without it I can clear the pit with fps staying between 60-75 fps.

 

Linked are my save file and mods in use. Any help would be appreciated

https://drive.google.com/drive/folders/1gQo6fIHa7D3zL3oMJCO7MNl9Zq_MVuha?usp=sharing

Travisplo, Jul 31st 2025 at 11:28 PM

Would be helpful to list the hotkeys over on this page, because it looks like a bunch of images are simply no longer working on the original page.

Professor_Dragon, Jul 30th 2025 at 1:43 AM (modified Jul 30th 2025 at 1:58 AM)

"Professor_Dragon
Real-time option has been added in the v1.0.5 release, enjoy!"

Installed and it works a treat! ! ! Thank you! ! ! 💯

I did get a few errors on first use, but I unloaded my HUD patches and reloaded just this one, and all smooth.

Elocrypt , Jul 22nd 2025 at 12:51 AM

Bratwurstinator

Interesting crash, haven't seen that one.
I appreciate the thorough report, I will have that fixed in the next release. Thank you.

Bratwurstinator, Jul 20th 2025 at 12:47 PM

Got a crash

Crash Log
Game Version: v1.20.12 (Stable)
07/06/25 14:14:58: Critical error occurred in the following mod: hudclock@3.4.0
Loaded Mods: aculinaryartillery@1.2.5, autowalk@1.0.4, bettertraders@0.0.10, primitivesurvival@3.7.8, prospecttogether@2.0.7, game@1.20.12, betterruins@0.4.15, butchering@1.9.0, carryon@1.8.1, commonlib@2.6.1, cooperativecombatrework@1.0.0, expandedfoods@1.7.4, foodshelves@2.2.1, hudclock@3.4.0, playerlist@2.1.5, creative@1.20.12, survival@1.20.12, xlib@0.8.16, stonequarry@3.4.3, xskills@0.8.19
System.MissingMethodException: Method not found: 'Vintagestory.API.Common.IAsset Vintagestory.API.Common.IAssetManager.Get(System.String)'.
at hudclock.src.TimeDialog.TimeDialog..ctor(ICoreClientAPI capi, TimeDialogController timeDialogController)
at hudclock.src.TimeDialog.TimeDialogController..ctor(ICoreClientAPI clientAPI, Boolean isSingleplayer, ClockModSettingsController settingsController) in D:\development\VintageStoryMods\solution\Mods\hudclock\src\TimeDialog\TimeDialogController.cs:line 27
at hudlock.src.HUDClockMod.PlayerReady(EnumHandling& handling) in D:\development\VintageStoryMods\solution\Mods\hudclock\src\HUDClockMod.cs:line 39
at Vintagestory.Client.NoObf.ClientEventAPI.TriggerIsPlayerReady() in VintagestoryLib\Client\API\ClientEventAPI.cs:line 415
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandlePlayerData(Packet_Server packet) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 317
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 254
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Which appears to be caused by the TimeDialog constructor which reads as

decompile code
        public TimeDialog(ICoreClientAPI capi, TimeDialogController timeDialogController) : base(capi)
        
{
            
this.timeDialogController = timeDialogController;
            
this.weatherSystemBase = capi.ModLoader.GetModSystem<WeatherSystemBase>(true);
            
this.imageSpring = capi.Assets.Get(string.Format(UiResources.IMAGE_HUD_SEASON_ICON, "spring")).ToBitmap(capi);
            
this.imageSummer = capi.Assets.Get(string.Format(UiResources.IMAGE_HUD_SEASON_ICON, "summer")).ToBitmap(capi);
            
this.imageFall = capi.Assets.Get(string.Format(UiResources.IMAGE_HUD_SEASON_ICON, "fall")).ToBitmap(capi);
            
this.imageWinter = capi.Assets.Get(string.Format(UiResources.IMAGE_HUD_SEASON_ICON, "winter")).ToBitmap(capi);
        
}

 

and is caused by the .Get(string x) method which isn't actually defined in IAssetManager, only in AssetManager (another api failure? disappointing, really)...

You probably know this because some of the other code properly uses .Get(new AssetLocation(string x)).

The StormDialog constructor has the same issue.

 

I'm not sure why there's a crash, it should work even if incorrect because IAssetManager is only ever implemented by AssetManager, but crash it apparently does.

Elocrypt , Jul 17th 2025 at 8:06 AM

Vari_Ares

There is a fr.json included currently, although if there are any inaccuracies or can be improved then you are welcome to provide a better translation file. :)

Vari_Ares, Jul 16th 2025 at 3:40 PM

Hi, can I give you the "fr" lang file for this mod ? I trad the mod in French would be cool if you added it in the base mod ! <3

Mausha, Jul 13th 2025 at 6:49 AM

Experiencing crashes on Linux (Mint 22.1). Anyone else experiencing this?

Elocrypt , Jul 12th 2025 at 6:27 AM

Mors
Try deleting your hudclock folder in the ModConfig folder and the vintage story cache folder and then run with v1.0.5.

I dont think this would be a GPU/Driver issue. 



Mors, Jul 12th 2025 at 4:43 AM

Elocrypt I had a similar issue with More Piles. i updated that one to the latest and the piles were invisible. Going back to the previous version of both these mods brought it all back yay.

i'm on 1.20.12, windows and playing single player. I have a large-ish mod list of all the dinos, quite a few of the prehistoric animals, Primitive survival, and the usual popular food and expanded matter mods, better ruins, etc. I do have volumetric shader mod but even with it disabled the hud doesn't show with 1.0.5

 

i am running a 1080Ti with 572.47 drivers, could that be causing a rendering issue?

Elocrypt , Jul 12th 2025 at 2:10 AM

Mors, CookiePsycho

What version of the game are both playing on?
Is it not working on singleplayer and/or multiplayer (server)?
What OS are you playing on?
What is your modlist?

I am not sure what would cause this to happen, I am on VS 1.20.12 and on Windows. The mod works fine for me and many others, so I am unsure what could be causing this issue. :/

CookiePsycho, Jul 11th 2025 at 5:11 PM

Same as Mors,

Had to go back to 1.0.4

Mors, Jul 11th 2025 at 4:39 AM

first off, i want to say thank you for continuing the updates to this mod! i am having a bit of an issue, I updated to 1.0.5 and the hud doesn't show on my screen. Is there a setting i have to change or is it a bug?

eerino, Jul 10th 2025 at 7:14 PM

Elocrypt Thank you so much!! 

Elocrypt , Jul 9th 2025 at 6:21 PM

MagentaLizard, Tritan20

12-Hour time format has been added in the v1.0.5 release, enjoy!

Professor_Dragon

Real-time option has been added in the v1.0.5 release, enjoy! 

CookiePsycho, Jul 9th 2025 at 5:36 PM

Ok, I think I see the problem then.

By default my months are 9 days. So day 7 feels like whole month

Elocrypt , Jul 9th 2025 at 11:16 AM

CookiePsycho Yes, there are season transition periods.

Transition periods of 10 day months (for example):

Half way through March it will change from Winter to Spring (i.e. March 7th is 1st day of Spring)
Half way through April it will change from Spring to Summer (i.e. June 7th is 1st day of Summer)
Half way through September it will change from Summer to Fall (i.e. September 7th is 1st day of Fall)
Half way through December it will change from Fall to Winter (i.e. December 7th is 1st day of Winter)

Tritan20, Jul 7th 2025 at 6:33 AM

It would be fantastic to see a 12 hour / 24 hour format option in the config menu! 

CookiePsycho, Jul 6th 2025 at 9:21 AM

Yea, but Mod says its "Fall" when its December, it goes to "Winter" in January.

Elocrypt , Jul 6th 2025 at 1:57 AM

CookiePsycho

That is all to do with vanilla gameplay.

Depending on your starting climate tempuratures will be different, if you make a world that is default starting climate (Temparate 6-14 C) that will usually be somewhat north of real lat 0 (equator) and will naturally be colder.

They are properly offset, just like irl there is a transition period between seasons.

Seasons are between these months:

Spring: March - May
Summer: June - August
Fall: September - November
Winter: December - February

Seasons will feel different depending on what latitude you are in the world. 

CookiePsycho, Jul 5th 2025 at 8:27 PM

Question... why do I feel like months and sesons are offseted wrongly? More or less by a 1,5-2 months.

Im at default spawn area and its especialy noticable for fall and winter.

Fall is: October, November, December ... while November and December is alredy minus temps and snow up to knees.

I assume idea was that: 1,2,3 month: Winter ... 4,5,6 Spring etc... but it dose not match to how temperature change ingame.

Should be more or less Winter on months: 11,12,01... then Spring on 02,03,04... Summer 05,06,07... Fall 08,09,10... and winter again.

Would it be possible to edit this?

Professor_Dragon, Jul 4th 2025 at 7:57 AM

Request: Could "Simple HUD Clock Patch " (HUD) also have an option to display "real time"? This would be the same time as displayed from the Windows clock.

Reason: I find it handy to have a "real time" available, so that I know when I should do real life things . . . like eat. And the HUD seems like a natural place to display this.

 

I am currently running the mod "HUD Real Time Clock" - and this is great and does the job. But I think that it would be great if this HUD clock had the option to display it as well - it would just make things neater.

Note that the "HUD Real Time Clock" does have additional functionality such as formatting, that is nice, but I don't really need.

 

Thanks: The current HUD mod is GREAT. It really fills a gaping hole that should be base functionality. Pretty, also, with the changing seasons. I really appreciate getting the Temporal Storm Warning and Temperature in the HUD. Otherwise, these things are "buried" from immediate view, and hard to miss otherwise with other windows and activities. 

MagentaLizard, Jun 29th 2025 at 9:24 PM

12 hour format??

Serglittle, Jun 13th 2025 at 7:09 PM

Laerinok I deleted all .json files except en.json from lang folder and it seems to work

Laerinok, Jun 11th 2025 at 10:54 AM

Elocrypt Serglittle

The time remaining before temporal storms, which isn't displaying, has been an issue for a very long time. This was already the case in the original mod. The problem is that it must be an extremely specific bug, because in my games, the time display rarely works, whereas some friends I play with do see the time.

The only difference I've noticed is that if the display language is English, the bug doesn't seem to occur, but it happens for other languages (French in my case).

Could this be due to a character encoding difference between the source code and the JSON language file?

I just noticed that the fr.json and ru.json files are in UTF-8, while the en.json file is in UTF-8-BOM
I will try to change the encoding and see what it happens.

Elocrypt , Jun 11th 2025 at 6:03 AM

Serglittle

I am not able to replicate this issue, nothing has changed for this to be a problem.
It will display the countdown timer 10 minutes before a storm begins if you have it set for approaching or always.

Serglittle, Jun 4th 2025 at 6:48 AM

After updating to version 1.0.3, the time before the start of the temporal storm is no longer displayed

Elocrypt , Jun 2nd 2025 at 12:40 PM

lazula
If you are using the latest release of the mod this should not be happening.

Although, this is true that it is vanilla behavior that does this.

Images - Cant get the images to load right but you can open them in a new tab, they are hosted on imgur.

lazula, Jun 2nd 2025 at 10:34 AM

In case of potential confusion: while farmland is considered a solid block for rooms, the display will show a cellar if you're standing on it. With your collision base inside of the farmland block, you're in a 1x1x1 room because you're inside a block that is considered solid on all sides. Not a bug report for the mod, just unintuitive vanilla behavior. I filed a bug report about this in case it's not considered desirable, since there wasn't one about it.

McJty, Jun 2nd 2025 at 8:12 AM

Also I don't really have a problem. My goal in this case is to help you get the mod correct in all cases as right now it is giving false positives.

McJty, Jun 2nd 2025 at 7:25 AM

Elocrypt yes if there is a door there it should be a room. But hud clock also claims it's a room if the door is gone. And placing/updating blocks doesn't fix it. Maybe it has something to do with the slabs on the ceiling going into a valid room?

Elocrypt , Jun 2nd 2025 at 6:43 AM

McJty
I don't know what to tell you. Other than what info I have already shared.
I have thoroughly tested it and have been able to reset the state. I dont see this as a problem from the image you shared before because it seemed to be a room if it where to have the doors there. 
I am not sure what your goal is here.

McJty, Jun 2nd 2025 at 3:47 AM

Elocrypt unfortunatelly it is not fixed. Still says it's a room with the doorway wide open

GhostPLKR, Jun 1st 2025 at 8:18 PM

Elocrypt McJty thank you for the explanation, that's exactly what happened, I disabled one version (the older one) and everything works 100% :) thank you

Elocrypt , Jun 1st 2025 at 1:21 PM

GhostPLKR
You seem to be attempting to load two of the same mod. Disable or remove the older version.

ChimMAG
Thank you for the addition for the russian translation. This will be added whenever I have released the next update.

McJty, Jun 1st 2025 at 10:33 AM

GhostPLKR it looks like you have the mod two times in your mods folder. Probably two different versions. Delete one

ChimMAG, Jun 1st 2025 at 9:29 AM

Russian translation update - added the latest changes related to HUD location settings.

GhostPLKR, Jun 1st 2025 at 9:01 AM

hello, error 1.20.11, The modification does not load, does not work in the game
1.6.2025 10:32:48 [Error] [hudclockpatch] An exception was thrown when trying to load assembly:
1.6.2025 10:32:48 [Error] [hudclockpatch] Exception: Assembly with same name is already loaded
at System.Runtime.Loader.AssemblyLoadContext.g____PInvoke|5_0(IntPtr ptrNativeAssemblyBinder, UInt16* ilPath, UInt16* niPath, ObjectHandleOnStack retAssembly)
at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath)
at System.Reflection.Assembly.LoadFrom(String assemblyFile)
at System.Linq.Enumerable.SelectListIterator`2.MoveNext()
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 481

Elocrypt , Jun 1st 2025 at 4:18 AM

McJty
Ahh, I see. I can fix that, it is definitely picking up the valid room that you are not in because it is close enough. 

You will still need to update the room state by interaction, but it won't pick up the valid rooms that you are not within on the next update.

Thank you for bringing this to my attention.

brayanluc
Ahh yes, I forgot to do that for the other lang files. 
Thank you for bringing this to my attention.

An update will be released soon.

brayanluc, Jun 1st 2025 at 3:22 AM

Yayy! Thank you for the credits on the translation!

Edit: you need to change:

"hudclock:hudclock-mod-settings-hud-dialog-position-top_left" to
"hudclock:hudclock-mod-settings-hud-position-top_left"
on translation files too!

McJty, Jun 1st 2025 at 3:15 AM

Note that there is a valid room above this one. Maybe it is somehow confused about that? Also the ceiling of this room has slabs and the valid room above directly connects to that. Possibly this is a setup that is confusing the mod?

McJty, Jun 1st 2025 at 3:14 AM

Elocrypt so I just updated but the bug is still present. Look at this screenshot. It still thinks this is a valid room even though the door is wide open. See how I also placed a dirt block inside. It doesn't help. I waited a minute and it still thinks it's a room.

 

image

Mackeroni, May 31st 2025 at 12:38 PM

Yooooo!

eerino, May 31st 2025 at 10:47 AM

Woot woot! Move ya clock!

Elocrypt , May 31st 2025 at 7:33 AM

jamescook, Mackeroni 
I have added the feature to move the HUD clock in the new release, enjoy!

DilanRona
I have fixed the spam in the new release, it should only display a message when there is a change.

Elocrypt , May 31st 2025 at 12:09 AM

McJty
After some testing on VS 1.20.11 stable release, there were no changes in functionality/behavior. 
Although, I did discover something. Due to the way Vintage Story caches room states, the room indication will not update properly until interact with something within the room (i.e. placing/breaking a block or interacting with a door/chest/etc within the room boundries).

My testing: 
The room indicator indicates a room as valid with a block or even a whole wall removed (unless within 3 blocks horizontally of the block you broke) even though `/debug rooms hi` shows that its invalid (as it should).
The room indicator indicates a room as invalid after replacing the block or wall that was removed (unless within 3 blocks horizontally of the block *sometimes*) even though `/debug rooms hi` shows that it is valid (as it should).
The `/debug rooms hi` will also show incorrectly sometimes unless you 'manually' update the room by interacting with something within the bounds of the room. 

It's simply a Vintage Story issue, and the only 'fix' I can come up with would cost some performance which I am not willing to do. 

To get around the issue, we just need to interact with something within the bounds of the room and it should update properly.

brayanluc, May 30th 2025 at 2:06 AM

Elocrypt
Here it is: https://pastebin.com/r5MstEz2
Thank you for the fast response, waiting for the next update!

Elocrypt , May 30th 2025 at 1:36 AM

brayanluc
Hello! You may use https://pastebin.com to paste the contents of the `.json` and post the link in a reply here. 
I will then add it in the next update I release. 

brayanluc, May 30th 2025 at 1:08 AM

Hi there! How can I send you the translation for portuguese brazilian?

I saw the .json files there and tried to add another one for pt-br but it bugged all the game lmao. I got the file here correctly translated for brazil portuguese if you need it.

(I edited the file in English just to demonstrate that everything is translated correctly)

image

brayanluc, May 29th 2025 at 2:13 AM

Confirmed: Works fine with 1.20.11 (only tested in singleplayer)

Mackeroni, May 28th 2025 at 8:41 AM

Elocrypt

If you could, it would be great.

Elocrypt , May 27th 2025 at 8:49 PM

Mackeroni
There currently is no way to do so. 
Possibly in the next update I release, I can add this feature. 

I have been trying to refrain from adding/changing things as I have only been maintaining this mod.
I have yet to recieve any form of communication from the original author, and I've been maintaining all of their mods since 1.20-pre.

Mackeroni, May 27th 2025 at 3:12 PM

How do I... move it? Like, if I wanted it to be in the bottom left?

Elocrypt , May 26th 2025 at 8:13 AM

McJty
Someone else reported a similar issue to me running on that same version. I have not updated or tested this on that version, so it may very well be broken on that version of VS.
That is not an official release, so I haven't given any attention to it. If I have some more time on my hands I may get around to that version but its not high on my list atm.

I have yet to recieve these reports on the current stable release, and I have not had these issues myself on the current stable release. This is what gives me the impression.

McJty, May 26th 2025 at 3:04 AM

Elocrypt I'm running 1.20.11rc1 and it's single player

Elocrypt , May 25th 2025 at 7:32 PM

McJty
What game version are you running, and is this a singleplayer or multiplayer instance?
 

McJty, May 25th 2025 at 5:47 AM

Seems this mod is not always right. This is clearly not a room. And /debug rooms hi confirms that it is not a room:

 

Elocrypt , May 25th 2025 at 2:50 AM

CandyMan69x
This is a client sided mod. If someone wants to use this mod, they must download it. 
This doesn't interact with the server side.

CandyMan69x, May 24th 2025 at 11:39 PM

i put this into my multiplayer server and when launched the server it didnt have us download it when joining and didnt seem to work

 

cllrofwar, May 24th 2025 at 7:01 AM

l can't play without this mod - thank you!

Elocrypt , May 23rd 2025 at 12:04 AM

DilanRona
In the next update I release, it will only be called when the value changes.

Thanks for the report.

DilanRona, May 22nd 2025 at 9:04 PM

Any way to get rid of this log spam? Its drowning everything else out...

22.5.2025 23:01:10 [Client Debug] Rift weather value: medium
22.5.2025 23:01:12 [Client Debug] Rift weather value: medium
22.5.2025 23:01:15 [Client Debug] Rift weather value: medium
22.5.2025 23:01:17 [Client Debug] Rift weather value: medium
22.5.2025 23:01:20 [Client Debug] Rift weather value: medium
22.5.2025 23:01:22 [Client Debug] Rift weather value: medium
22.5.2025 23:01:25 [Client Debug] Rift weather value: medium
22.5.2025 23:01:27 [Client Debug] Rift weather value: medium
22.5.2025 23:01:30 [Client Debug] Rift weather value: medium
22.5.2025 23:01:32 [Client Debug] Rift weather value: medium
22.5.2025 23:01:35 [Client Debug] Rift weather value: medium
22.5.2025 23:01:37 [Client Debug] Rift weather value: medium
22.5.2025 23:01:40 [Client Debug] Rift weather value: medium
22.5.2025 23:01:42 [Client Debug] Rift weather value: medium
22.5.2025 23:01:45 [Client Debug] Rift weather value: medium
22.5.2025 23:01:47 [Client Debug] Rift weather value: medium
22.5.2025 23:01:50 [Client Debug] Rift weather value: medium
22.5.2025 23:01:52 [Client Debug] Rift weather value: medium
22.5.2025 23:01:55 [Client Debug] Rift weather value: medium
22.5.2025 23:01:57 [Client Debug] Rift weather value: medium
22.5.2025 23:02:00 [Client Debug] Rift weather value: medium
22.5.2025 23:02:02 [Client Debug] Rift weather value: medium
22.5.2025 23:02:05 [Client Debug] Rift weather value: medium
22.5.2025 23:02:07 [Client Debug] Rift weather value: medium

Runovaris, May 19th 2025 at 7:48 PM

Bless you for patching this once again.

Elocrypt , May 19th 2025 at 3:51 AM

McJty
Yeah, turns out it was a weird edge case. The crash happened when ClientApi.World.Player.Entity?.SidedPos was accessed too early—usually right on world load or respawn. On .NET 7 it throws a MissingFieldException, but it doesn’t always give a proper crashlog, which made it a pain to track down. I wrapped it in a try/catch, so now it should just skip over it instead of crashing. If you were getting random CTDs with no logs, this might've been it.

McJty, May 19th 2025 at 3:36 AM

I'm curious, what was the nature of that crash you fixed? I was also experiencing random crashes with no crashlog but I never suspected this mod.

Elocrypt , May 19th 2025 at 2:01 AM

Etherdrive , grampipon , 014Darkness  
New release, hopefully there is not more crashing.

tofiktofik
I was unable to reproduce any of the issues between this mod and More Lanterns. They don't seem to have any compatibility issues.

ChimMAG , 4ercando
Russian translation has been added, thank you.

Laerinok
French translation has been added, thank you.

Gerard_
Polish translation has been added, although AI generated as your link was no longer available.

jamescook
There is currently no feature for moving the position of the clock, sorry.

Throg , LunaGore
There are transitional phases during seasons within months, so some months can be within 2 seasons.

Etherdrive, May 17th 2025 at 12:13 AM

Getting crashes with this mod installed.  Had never crashed before, and the crashes stopped after I disabled the mod.  I hope it gets updated (if that is the issue) because I really want to use it!  :)

tofiktofik, May 15th 2025 at 7:47 PM
czasami działa, a czasami nie, nie wiem dlaczego tak się dzieje,
ale myślę, że ten mod More Lanterns ma wpływ,
Ponieważ właśnie zacząłem i zacząłem się dziać,
there is no description about the cracks, temperature, months, only some strange letter abbreviations
Elocrypt , May 15th 2025 at 5:48 PM

tofiktofik
How so, do you have a crash log or any logs? What is not working exactly, how can I reproduce the issue? 

Edit: I am running into no issues on my end using these mods in conjunction. They seem to work entirely fine together.
I wouldn't even be able to make a guess how they would be incompatible considering they do not interact with eachother in any way.

tofiktofik, May 15th 2025 at 4:05 PM
this mod does not work with More Lanterns
SonicGal, Apr 11th 2025 at 8:39 AM

On 1.20.7 (Stable) of the game, and I have not encountered any issues with this mod.  All info is reflected accurately, and Zoom Button is the only additional mod in use.  I sincerely appreciate the simplicity of this mod and hope it continues to remain updated in the future.

CharlesMarkus, Mar 28th 2025 at 5:59 PM

Hi, 

the mod works fine for me but it does not show the time and year, do you know what could possibly hide it ?

( I use several mod as Art of Growing, Primitive Survival, Culinary Artillery mostly... ) 

Thx by advance

grampipon, Mar 18th 2025 at 3:53 PM

Warning to people: This version of the mod caused me severe and frequent crashes (without a crash log). Happened both on Windows and Mac. 

ChimMAG, Mar 13th 2025 at 3:02 AM

Please add a Russian-language translation. ru.json

Throg, Mar 10th 2025 at 6:46 PM

Seems to work mostly fine for me on 1.20.4, except for the fact that it is showing september as summer instead of fall.

quihyr, Mar 5th 2025 at 5:53 PM

Thank you for this patch, seems to work on 1.20.4 as well. Which the original mod does not yet, to me at least.

celbri, Feb 24th 2025 at 8:11 AM
jamescook, Feb 23rd 2025 at 7:52 AM

is there a way to move where the clock is?

DUCATISLO, Feb 9th 2025 at 6:10 PM

gg

Snowberry, Feb 6th 2025 at 10:07 PM

Elocrypt

Fun fact: Clientside mods on vintage story hosted servers do, in fact, work! Since they aren't required serverside they do just fine.  As for my issue it did fix itself after a time so its no longer a problem. Thank you for the response though!

Chisaki, Feb 1st 2025 at 12:19 AM

In case, like me, people were confused, to bring up storm display it's `ctrl+i`

Elocrypt , Jan 29th 2025 at 10:44 PM

Snowberry
If this is due to attempting to use the mod on a Vintage Story Hosted Server, these servers "Does not support 3rd party mods, meaning mods not created by Anego Studios directly cannot be installed" as stated in the prerequisites. 

014Darkness and Sbmhawk
Ensure that if you/they are using this mod Simple HUD Clock patch and that you don't have the original Simple HUD Clock enabled. The error/crash is due to using the original mod rather than this patched version which fixes that issue. 

Sbmhawk, Jan 29th 2025 at 8:53 PM

I'm on a server with 4 others, and 1 of them is getting same crash as 014Darkness

014Darkness, Jan 29th 2025 at 5:45 AM

Hey I'm getting a crash with this patch on 1.20.3 (tried with the original mod only as well and it didn't work either) Crashlog

Laerinok, Jan 28th 2025 at 7:39 PM

Hello,
I had sent the French translation a long time ago for the original mod, in vain. I'm proposing it again here ;)  fr.json

Snowberry, Jan 23rd 2025 at 2:43 PM

Hey there! Ive noticed for some odd reason that the clock timer for temporal storms doesn't actively go down in-game, but when i re-log the timer bumps down to the correct time on-login. Not sure if its a issue with the server type itself (Its an actual Vintagestory hosted server.) Or if its just a clientside issue? It appears to work fine on 3rd party hosted servers.
Many thanks for this otherwise! Its a much needed mod! ❤️

Gerard_, Jan 20th 2025 at 8:24 PM
Norbix, Jan 4th 2025 at 3:16 PM

TinnyAbyss
Yes working with 1.20.0-rc.8 - tested ;)!

TinnyAbyss, Jan 3rd 2025 at 10:32 PM

Will this work with 1.20.0-rc.8?

4ercando, Dec 23rd 2024 at 9:28 AM

To use Russian translation, download the ru.json file and add it to the \assets\hudclock\lang\ folder of HudClockPatch.zip

Idan, Dec 10th 2024 at 4:50 PM

Hey can you please update it? thanks

Idan, Dec 10th 2024 at 4:50 PM

Hey can you please update it? thanks

LunaGore, Dec 9th 2024 at 10:39 PM

It's showing "May" as "Winter" instead of "Spring" for me.

Elocrypt , Nov 30th 2024 at 11:57 PM

CKitt
This works as a seperate mod, disable the old one.

CKitt, Nov 30th 2024 at 6:44 PM

Does this work as a stand-alone mod, or should it be installed with the currently broken version 3.4.0 of Simple HUD Clock? Either way, thank you! I've sorely missed this feature while playing 1.20-pre.

SpacemanSpliff, Nov 30th 2024 at 2:14 PM

Thank you for this update.