Mods / HUD Clock
- Tags:
- 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

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.

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.

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.
Original Simple HUD Clock by Rhonen. 4.x rewrite by Elocrypt.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 4.4.1 | hudclockpatch | 3367 | Jul 3rd at 10:47 AM | HudClock_4.4.1_VS1.22.3.zip | 1-click install | ||
Added
Changed
| |||||||
| 4.4.0 | hudclockpatch | 7798 | Jun 8th at 10:13 PM | HudClock_4.4.0_VS1.22.3.zip | 1-click install | ||
Added
| |||||||
| 4.3.3 | hudclockpatch | 413 | Jun 8th at 12:17 PM | HudClock_4.3.3_VS1.22.3.zip | 1-click install | ||
Added
Fixed
| |||||||
| 4.3.2 | hudclockpatch | 1770 | Jun 5th at 12:31 AM | HudClock_4.3.2.zip | 1-click install | ||
Fixed
| |||||||
| 4.3.1 | hudclockpatch | 9551 | May 10th at 8:23 AM | HudClock_4.3.1_VS1.22.2.zip | 1-click install | ||
Fixed
| |||||||
| 4.3.0 | hudclockpatch | 3201 | May 3rd at 1:00 PM | HudClock_4.3.0_VS1.22.2.zip | 1-click install | ||
Added
Changed
| |||||||
| 4.2.3 | hudclockpatch | 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 | 2736 | Apr 26th at 2:35 AM | HudClock_4.2.1_VS1.22.0.zip | 1-click install | ||
Fixed
~ Forgot to do this in v4.2.0 ;) | |||||||
| 4.2.0 | hudclockpatch | 164 | Apr 26th at 1:11 AM | HudClock_4.2.0_VS1.22.0.zip | 1-click install | ||
Added
Changed
Fixed
| |||||||
| 4.1.0 | hudclockpatch | 1285 | Apr 24th at 10:27 PM | HudClock_v4.1.0_VS1.22.0.zip | 1-click install | ||
Added
Changed
| |||||||
| 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 Added
Changed
Fixed
Removed
| |||||||
| 1.1.2 | hudclockpatch | 37350 | Oct 2nd 2025 at 1:11 PM | HudClockPatch_v1.1.2.zip | 1-click install | ||
|
Fixed | |||||||
| 1.1.1 | hudclockpatch | 12126 | Aug 7th 2025 at 10:29 AM | HudClockPatch_v1.1.1.zip | 1-click install | ||
| |||||||
| 1.1.0 | hudclockpatch | 676 | Jul 29th 2025 at 12:36 PM | HudClockPatch_v1.1.0.zip | 1-click install | ||
|
Recompiled for 1.21.0 | |||||||
| 1.0.7 | hudclockpatch | 7802 | Aug 7th 2025 at 10:13 AM | HudClockPatch_v1.0.7.zip | 1-click install | ||
|
| |||||||
| 1.0.6 | hudclockpatch | 2364 | Jul 29th 2025 at 12:36 PM | HudClockPatch_v1.0.6.zip | 1-click install | ||
|
- Fixed AssetManager crash | |||||||
| 1.0.5 | hudclockpatch | 4233 | Jul 9th 2025 at 6:15 PM | HudClockPatch_v1.0.5.zip | 1-click install | ||
Added
| |||||||
| 1.0.4 | hudclockpatch | 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.
| |||||||
| 1.0.3 | hudclockpatch | 2586 | Jun 1st 2025 at 4:28 AM | HudClockPatch_v1.0.3.zip | 1-click install | ||
Fixed
NotesYou 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
Changes / Additions
Notes
| |||||||
| 1.0.1 | hudclockpatch | 3107 | May 19th 2025 at 1:46 AM | HudClockPatch_v1.0.1.zip | 1-click install | ||
Fixes
| |||||||
| 1.0.0 | hudclockpatch | 23391 | Nov 30th 2024 at 3:30 AM | HudClockPatch.zip | 1-click install | ||
|
[Patched] For 1.20.0-pre.13! | |||||||









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.
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:
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
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!
Thank you very much. You are great.
Thank you for adding the compat with Immersive Body Temperature! Reminds me of Finger in the Wind from the old 1.7.10 TFC.
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?
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
In the new release I've added a scroll bar to the settings menu.
Cheers!
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 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.
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.
Added your requests in the newest release 4.4.1
Cheers!
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 )
I liked this idea, sounded interesting. So I implemented it. It is now released in v4.4.0 :)
Cheers!
🤩 OMG thankyouthankyouthankyou! <3
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?
Added and released in v4.3.3; I definitely overlooked this. Sorry for the regression and thank you for the report.
Cheers!
Beauty. Thanks for the fix!
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?
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!
Wow awesome, thank you for the fix that was super fast!! :D Under the hood of the code sounds absolutely crazy lol
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
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.
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.
I have a solution, I'll probably implement it in a few days.
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.
Re-upload for v4.2.3 reason: I missed some `,` in some of the lang files which broke them.
Fixed
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!
I added the ‘,’ and it worked, thank you and congratulations on the mod!
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!
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!
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
Thank you for letting me know. Here is ko.json
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
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.
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) andassets/hudclock/textures/room/custom/named (cellar.png/greenhouse.png/room.png).There's a pre-release available to Patrons: HudClock_v4.2.2_VS1.22.0
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.
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.
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.
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.
I have updated the Spanish versions es-419 and es-es
with the new keys
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.
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!
This is working fine on v1.22.0 (Stable)
Just loaded this alone in 1.22 stable. It loads fine (no weird errors) and it appears to be working.
Works fine in 1.21
I'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
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 ?
i am having troubles getting this to work on 1.21.6 and from what i gather it doesnt? any advice?
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?
Will this be updated for 1.22? I miss this so much!
Can you please add coordinates as a option?
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.
Add body temperature display.
I have added a body tempurature line to v4.2.0.
Cheers
Elocrypt So far the mod is working on Prerelease.
DeScruff Interesting... Seems like that should be updated on the wiki... Thanks for the help! Glad it's not a bug lol.
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.
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.
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
@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
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
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.
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.
Nexusdog
Delete your config and it should be fixed. If not, delete your cache as well.
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?
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.
Kaldo
Thanks for the report, the performance should be improved now.
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
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! 💙
Will this be updated to 1.21 or should we use the 1.1.1 version?
Shift+O crashes the game
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
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
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
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.
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
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!
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: }
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!
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
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!
Thanks for this!
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
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.
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.
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
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.
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.
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.
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.
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
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
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.
Bratwurstinator
Interesting crash, haven't seen that one.
I appreciate the thorough report, I will have that fixed in the next release. Thank you.
Got a crash
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
{
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.
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. :)
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
Experiencing crashes on Linux (Mint 22.1). Anyone else experiencing this?
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.
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?
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. :/
Same as Mors,
Had to go back to 1.0.4
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?
Elocrypt Thank you so much!!
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!
Ok, I think I see the problem then.
By default my months are 9 days. So day 7 feels like whole month
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)
It would be fantastic to see a 12 hour / 24 hour format option in the config menu!
Yea, but Mod says its "Fall" when its December, it goes to "Winter" in January.
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.
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?
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.
12 hour format??
Laerinok I deleted all .json files except en.json from lang folder and it seems to work
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.
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.
After updating to version 1.0.3, the time before the start of the temporal storm is no longer displayed
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.
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.
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.
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?
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.
Elocrypt unfortunatelly it is not fixed. Still says it's a room with the doorway wide open
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
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.
GhostPLKR it looks like you have the mod two times in your mods folder. Probably two different versions. Delete one
Russian translation update - added the latest changes related to HUD location settings.
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
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.
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!
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?
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.
Yooooo!
Woot woot! Move ya clock!
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.
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.
Elocrypt
Here it is: https://pastebin.com/r5MstEz2
Thank you for the fast response, waiting for the next update!
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.
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)
Confirmed: Works fine with 1.20.11 (only tested in singleplayer)
Elocrypt
If you could, it would be great.
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.
How do I... move it? Like, if I wanted it to be in the bottom left?
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.
Elocrypt I'm running 1.20.11rc1 and it's single player
McJty
What game version are you running, and is this a singleplayer or multiplayer instance?
Seems this mod is not always right. This is clearly not a room. And /debug rooms hi confirms that it is not a room:
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.
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
l can't play without this mod - thank you!
DilanRona
In the next update I release, it will only be called when the value changes.
Thanks for the report.
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
Bless you for patching this once again.
McJty
Yeah, turns out it was a weird edge case. The crash happened when
ClientApi.World.Player.Entity?.SidedPoswas accessed too early—usually right on world load or respawn. On .NET 7 it throws aMissingFieldException, 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.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.
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.
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! :)
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 abbreviationstofiktofik
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.
this mod does not work with More LanternsOn 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.
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
Warning to people: This version of the mod caused me severe and frequent crashes (without a crash log). Happened both on Windows and Mac.
Please add a Russian-language translation. ru.json
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.
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.
is there a way to move where the clock is?
gg
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!
In case, like me, people were confused, to bring up storm display it's `ctrl+i`
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.
I'm on a server with 4 others, and 1 of them is getting same crash as 014Darkness
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
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
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! ❤️
PL translation
TinnyAbyss
Yes working with 1.20.0-rc.8 - tested ;)!
Will this work with 1.20.0-rc.8?
To use Russian translation, download the ru.json file and add it to the \assets\hudclock\lang\ folder of HudClockPatch.zip
Hey can you please update it? thanks
Hey can you please update it? thanks
It's showing "May" as "Winter" instead of "Spring" for me.
CKitt
This works as a seperate mod, disable the old one.
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.
Thank you for this update.