Mods / Infinitum Pickup HUD

Tags:
Utility Cosmetics QoL
Author:
unicorn_ares
Side:
Both
Created:
May 5th 2025 at 9:00 PM
Last modified:
May 1st at 8:56 PM
Downloads:
18182
Follow Unfollow 403
Latest release (for Vintage Story 1.22.0-rc.8 - 1.22.1, potentially outdated):
infinitumpickupmod_1.2.9.zip  1-click install

๐Ÿงบ Infinitum Pickup HUD

A small and handy client&server-side mod that adds a pickup HUD showing which items you just picked up.
It works not only for items collected from the ground, but also for items gained by panning, grabbing by hand, or similar actions.
No more wondering "What the heck did I just pick up?" – now you’ll know for sure.

โœ… Works on both server and client.
โ— Required on both sides to function!

๐ŸŽฎ Discord

โœจ Features

  • Lightweight, minimal HUD on item pickup
  • Works for all sources of item acquisition (not just dropped ones)
  • Fully in-game configurable (press P to open the settings menu!) 
    • Toggle display on/off
    • Set max number of visible rows
    • Configure how long each item stays visible
    • Configure the HUD position with real-time preview
    • Choose sort order: newest items on top or bottom
    • Change text alignment: select which edge to align text to
    • Customize icon positioning: choose where to display the icon relative to the text
    • Adjust vertical alignment: modify how items are stacked inside the HUD
    • (Optional) Fade-out animation — currently experimental, only affects text (not icons), and may impact performance, so it's disabled by default
  • You can customize the mod's config hotkey by going to (Settings > Controls > User Interface > [Infinitum] Item Pickup HUD) after joining a world or server.
  • Supported languages: English, Ukrainian

โš ๏ธ Compatibility

  • Requires the mod on both client and server
  • Works in both singleplayer and multiplayer

โค๏ธ Just a note...

This is my first-ever C# project, and also the first mod I've made for any game.
So don’t expect ultra-polished perfection or 100% stability – but I really hope it's helpful and fun to use! ๐Ÿ˜Š
Feedback is always appreciated ๐Ÿ’™

๐Ÿ”ง What’s next?

I'm planning to continue development and improvements! Some things on my to-do list:

  • Investigate ways to make this a client-only mod
  • Improve overall code quality — currently relies on Harmony patches and protobuf hacks
  • Add settings to adjust font and icon size (partially works via UI scale already)
  • Polish the fade animation, and apply it to icons
  • Possibly more cool ideas as I go...

Stay tuned — this is just the beginning! ๐Ÿ™Œ

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.2.10 infinitumpickupmod
1.21.5 - 1.21.6
392 Apr 12th at 2:42 PM infinitumpickupmod_1.2.10.zip 1-click install

๐Ÿ“ฆ Changelog

v1.2.10 - (Both sides) Fix

  • Added DarkUI compatibility
  • Small fixes
1.2.9 infinitumpickupmod
1.22.0-rc.8 - 1.22.1
1776 Apr 12th at 1:50 PM infinitumpickupmod_1.2.9.zip 1-click install

๐Ÿ“ฆ Changelog

v1.2.9 - (Both sides) Fix

  • Compatibility patch (1.22.0-rc.8)
  • Added DarkUI compatibility
  • Small fixes
1.2.8 infinitumpickupmod 142 Apr 5th at 2:31 AM infinitumpickupmod_1.2.8.zip 1-click install

๐Ÿ“ฆ Changelog

v1.2.8 - (Both sides) Fix

  • Compatibility patch (1.22.0-rc.7)
1.2.7 infinitumpickupmod 103 Apr 2nd at 2:23 AM infinitumpickupmod_1.2.7.zip 1-click install

๐Ÿ“ฆ Changelog

v1.2.7 - (Both sides) Fix

  • Compatibility patch (1.22.0-rc.6)
  • Updated to net10
1.2.6 infinitumpickupmod
1.21.5 - 1.21.6
6332 Oct 14th 2025 at 6:52 PM infinitumpickupmod_1.2.6.zip 1-click install

๐Ÿ“ฆ Changelog

v1.2.6 - (Both sides) Fix

  • Compatibility patch (1.21.5)
1.2.5 infinitumpickupmod
1.21.2 - 1.21.4
615 Oct 5th 2025 at 2:39 PM infinitumpickupmod_1.2.5.zip 1-click install

๐Ÿ“ฆ Changelog

v1.2.5 - (Both sides) Fix

  • Compatibility patch (1.21.2/4)
1.2.4 infinitumpickupmod 110 Sep 10th 2025 at 2:06 PM infinitumpickupmod_1.2.4.zip 1-click install

๐Ÿ“ฆ Changelog

v1.2.4 - (Both sides) Fix

  • Compatibility patch (1.21.1)
1.2.3 infinitumpickupmod 1038 Aug 28th 2025 at 8:24 PM infinitumpickupmod_1.2.3.zip 1-click install

๐Ÿ“ฆ Changelog

v1.2.3 - (Both sides) Fix

  • Compatibility patch (1.21.0)
  • Updated to net8.0
  • Code cleanup
1.2.2 infinitumpickupmod 3045 May 29th 2025 at 9:04 PM infinitumpickupmod_1.2.2.zip 1-click install

๐Ÿ“ฆ Changelog

v1.2.2 - (Both sides) Fix

  • Compatibility patch (1.20.11)
1.2.1 infinitumpickupmod
1.19.0 - 1.19.3 1.19.5 - 1.19.8 1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10
1098 May 18th 2025 at 11:13 AM infinitumpickupmod_1.2.1.zip 1-click install

๐Ÿ“ฆ Changelog

v1.2.1 - (Client side) Fix

  • The HUD now fully hides when there is nothing to display, which should partially resolve the issue with overlapping the world map
1.2.0 infinitumpickupmod
1.19.0 - 1.19.3 1.19.5 - 1.19.8 1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10
1097 May 9th 2025 at 1:53 AM infinitumpickupmod_1.2.0.zip 1-click install

๐Ÿ“ฆ Changelog

v1.2.0 – (Client side) Added new icon position and fixed an issue with VTML rendering

  • Fixed an issue with VTML tag rendering in item names
  • Added two new icon alignment options
  • Minor refactoring for improved code structure
1.1.1 infinitumpickupmod
1.19.0 - 1.19.3 1.19.5 - 1.19.8 1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10
248 May 8th 2025 at 9:20 AM infinitumpickupmod_1.1.1.zip 1-click install

๐Ÿ“ฆ Changelog

v1.1.1 – (Server side) Hotfix

  • Fixed a crash that occurred when filling bowls by clicking on a crock or cooking pot in the inventory.
1.1.0 infinitumpickupmod
1.19.0 - 1.19.3 1.19.5 - 1.19.8 1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10
326 May 7th 2025 at 12:59 AM infinitumpickupmod_1.1.0.zip 1-click install

๐Ÿ“ฆ Changelog

v1.1.0 – (Client side) Customizable HUD Positioning

  • Added ability to change the HUD position with real-time preview
  • New settings:
    • HUD alignment
    • Item text alignment (left, center, right)
    • Item icon position (left or right of the text)
    • Vertical alignment of items inside the HUD (top, bottom)
  • Note: Improvements to appearance with text-alignment: center are planned for a future update
1.0.1 infinitumpickupmod
1.19.0 - 1.19.3 1.19.5 - 1.19.8 1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10
263 May 6th 2025 at 11:28 AM infinitumpickupmod_1.0.1.zip 1-click install

๐Ÿ“ฆ Changelog

v1.0.1 – (Client side) Hotfix

  • Fixed HUD overlay blocking other UI elements and dialogs
  • Minor code refactoring for improved readability and performance
1.0.0 infinitumpickupmod
1.19.0 - 1.19.3 1.19.5 - 1.19.8 1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10
227 May 5th 2025 at 9:05 PM infinitumpickupmod_1.0.0.zip 1-click install

๐Ÿ“ฆ Changelog

v1.0.0 - Initial Release

  • Added minimal HUD to display recently picked up items
  • Supports items picked from ground, panning, hand grabbing, and more
  • Fade-out animation for text rows (optional & experimental)
  • In-game settings (Press P to open):
    • Toggle HUD on/off
    • Set max visible rows
    • Configure visibility duration
    • Choose sort order (newest top/bottom)
    • Adjust fade smoothness

What's next?

  • Attempt to make the mod fully client-side
  • Refactor and clean up code (currently uses Harmony + protobuff)
  • Add font size and icon size options to settings
  • Improve animations and visual polish
  • Add ability to move HUD position and align text
  • ...and maybe more ideas along the way!

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

Timbrage, May 1st at 9:26 PM (modified May 1st at 9:40 PM)

I don't know why, but the mod just doesn't trigger... Thought it could be a conflict with Status Hud Continued, disabled it but the pickups still refuse to show.
Mod settings seem ok, it's enabled and the test seem ok, but when I pick up something it just doesn't pop up

 

edit: it's odd, it works for items I've placed (like sticks, trees, tools), but not itens that I throw or that naturally drops

Vyh06, Apr 25th at 9:04 PM
Vyh06, Apr 25th at 8:38 PM

unicorn_ares I love this mod, will you at some point make a version for 1.22.0 (even though it still works for 1.22.0 for me but it might not in the future)?

unicorn_ares , Apr 25th at 8:59 PM (modified Apr 25th at 8:59 PM)
@Vyh06: unicorn_ares I love this mod, will you at some point make a version for 1.22.0 (even though it still works for 1.22.0 for me but it might not in the future)?

Vyh06 As far as I know, version 1.2.9 works perfectly fine on 1.22.0-rc.8 - 1.22.0, so there’s no real need for a separate release just for 1.22.0.

If anything does break in the future, I’ll fix it and publish an updated version here.

---

I’m planning a larger update for this mod, possibly in the near future if I have enough time. I’m also working on a few other UI/UX improvement mods. Some of them are already in progress.

Oniiyon, Apr 16th at 3:29 AM

Omg it works now!! thank you so, so much!

unicorn_ares , Apr 15th at 9:31 PM

Oniiyon, Corodius, ShadowsEdge - thanks everyone for the detailed feedback, it really helped track this down!

 

The issue was successfully reproduced on my end.
Interestingly, it was also present in older versions, but for some reason only started showing up now.

The fix is in place, along with a few optimization improvements.

Versions 1.2.9 and 1.2.10 have been reuploaded.

ShadowsEdge, Apr 15th at 9:08 AM

Tried updating to 1.2.10, but it wouldn't allow me to play. I got the message:

Exception: Please restart the game. The mod's .dll was already loaded and cannot be reloaded. Most likely cause is switching mod versions after already playing one world. Other rare causes include two mods with .dlls with the same name
---> System.IO.FileLoadException: Assembly with same name is already loaded

So went back to 1.2.6 & everything worked fine again. I was going to follow the suggestions below but I don't know what darkUI is and I don't use it.

Corodius, Apr 15th at 8:22 AM

@unicorn_ares I am also having the same issue on dedicated server with version 1.2.10 of the mod. Game version 1.21.6. I don't get as far as client side as the dedicated server won't start.

Rebooted the dedicated server itself, so nothing loaded in ram. No other versions installed or left behind, old version definitely removed. 

Crash Log
15.4.2026 18:11:31 [Notification] Server logger started.
15.4.2026 18:11:31 [Notification] Game Version: v1.21.6 (Stable)
15.4.2026 18:11:32 [Notification] C# Framework: .net 8.0.25
15.4.2026 18:11:32 [Notification] Zstd Version: 1.5.7
15.4.2026 18:11:32 [Notification] Operating System: Linux (Ubuntu 25.10) [Kernel 6.17.0.20]
15.4.2026 18:11:32 [Notification] CPU Cores: 2
15.4.2026 18:11:32 [Notification] CPU: AMD Ryzen 9 3950X 16-Core Processor
15.4.2026 18:11:32 [Notification] Available RAM: 7408 MB
15.4.2026 18:11:32 [Event] It begins...
15.4.2026 18:11:32 [Event] Launching server...
15.4.2026 18:11:32 [Event] It senses...
15.4.2026 18:11:32 [Event] Server v1.21.6, network v1.21.10, api v1.21.0
15.4.2026 18:11:32 [Notification] Entering runphase Initialization
15.4.2026 18:11:32 [Event] Loading configuration...
15.4.2026 18:11:32 [Notification] Entering runphase Configuration
15.4.2026 18:11:32 [Notification] Loading savegame
15.4.2026 18:11:32 [Notification] Loaded existing save game data. Playstyle: surviveandbuild, Playstyle Lang code: surviveandbuild-bands, WorldType: surviveandbuild-bands
15.4.2026 18:11:32 [Notification] Savegame /home/username/data/Saves/nautneighbourhood.vcdbs loaded
15.4.2026 18:11:32 [Notification] World size = 1024000 256 1024000
15.4.2026 18:11:32 [Notification] Start discovering assets
15.4.2026 18:11:32 [Notification] Found 1 base assets in category blocktypes
15.4.2026 18:11:32 [Notification] Found 0 base assets in category itemtypes
15.4.2026 18:11:32 [Notification] Found 32 base assets in category lang
15.4.2026 18:11:32 [Notification] Found 0 base assets in category patches
15.4.2026 18:11:32 [Notification] Found 24 base assets in category config
15.4.2026 18:11:32 [Notification] Found 0 base assets in category worldproperties
15.4.2026 18:11:32 [Notification] Found 1 base assets in category sounds
15.4.2026 18:11:32 [Notification] Found 230 base assets in category shapes
15.4.2026 18:11:32 [Notification] Found 21 base assets in category textures
15.4.2026 18:11:32 [Notification] Found 0 base assets in category recipes
15.4.2026 18:11:32 [Notification] Found 0 base assets in category worldgen
15.4.2026 18:11:32 [Notification] Found 3 base assets in category entities
15.4.2026 18:11:32 [Notification] Found 312 base assets in total
15.4.2026 18:11:32 [Event] Building assets...
15.4.2026 18:11:32 [Notification] Entering runphase LoadAssets
15.4.2026 18:11:32 [Notification] Will search the following paths for mods:
15.4.2026 18:11:32 [Notification] /home/username/server/Mods
15.4.2026 18:11:32 [Notification] /home/username/data/Mods
15.4.2026 18:11:33 [Notification] Found 180 mods (0 disabled)
15.4.2026 18:11:33 [Notification] Mods, sorted by dependency: walkingstick, barkbeetle, bettercoals, canoemode, catchledge, chickenfeed, cbr, chiseltools, cindersandembers, rlldtco0001, crawlanddive, darcesdriftersredone, darkvision, diversediets, floralzonescaperegion, floralzonescaribbeanregion, floralzonescentralaustralianregion, floralzoneseastasiaticregion, floralzonesmediterraneanregion, floralzonesneozeylandicregion, flowers, bovinae, dinornithidae, pantherinae, fruittreeslongripe, hangingoillamps, heatproofbricks, jsonpatcheslib, koboldcomforts, limestonefromcaves, millwright, molds, moreflooringpatterns, moremeadoptions, overhaullib, pigfeed, pipeleaf, playermodellib, primitivesurvival, royalscurtains, shelfobsessed, sortablestorage, specialexpandedbags, steamandpower, stepstools, temporal_gears_stack, traderssellcrowbars, translocatorengineeringredux, trashbinned, valkyrjahair, vaultandroll, game, vsimgui, warmgambeson, wildfarmingrevival, abyssaldepths, aculinaryartillery, alchemy, anafkstory, animalcages, animalears, antlershorns, apeflowerpots, apegrapes, apelanterns, arrowbarrels, attributerenderinglibrary, egocaribautomapmarkers, bedspawnv2, betterentitytooltip, betterfirepit, betterruins, bloodtrail, botanicalleathers, buzzwords, canadianwinterclothes, carryon, cartwrightscaravan, chutemod, climbmountain, combatoverhaul, commonlib, configlib, cooperativecombatrework, upgradablestorage, tackandequipment, fseraph, firewoodtosticks, fluffydreg, foodshelves, footprints, fromgoldencombs, genelib, gimmeoneseedplz, goblinears, greenbegone, iceisice, infinitumpickupmod, insanitylib, inventorymanager, jaunt, knapster, koboldrdx, maltiezcrossbows, maltiezfirearms, mannequinstand, mechaseraph, metalpots, metaltongs, meteoricsteel, mobsradar, moldsplus, nbcartographer, ndlwoodentorchholder, noholdfruitpress, noindoorfog, packrat, pandahearth, panningmachine, petai, pickupbabyanimals, insectoid, portcullis, purposefulstorage, raccoonplayermodeliiqh, racialequality, rivers, roomtools, rpvoicechat, rubberbandaid, rustboundmagic, saltandsands, scaffolding, slowtox, smithingplus, spinningwheel, statushudcont, steadygreenhouses, stonerailings, thecritterpack, toolsmith, treeshaker, uraniumexpanded, vanity, coffee, creative, vsroofing, survival, vsvillage, woodenfortifications, armory, castaway, cats, draconis, equus, expandedfoods, em, extremefirestartersreforged, foxtaming, functionalminerbeltandlantern, helvehammerext, hydraulicsredone, meteoricironisbeautiful, pegasus, playercorpse, quiversandsheaths, scoopofjammod, seraphleveling, shearlib, snowshoes, stonequarry, tabletopgames, vsvillageaged, vsvillagetowers, wolftaming, bricklayers, pastapatch, tailorsdelight, wool, dressmakers
15.4.2026 18:11:34 [Error] [infinitumpickupmod] Please restart the game. The mod's .dll was already loaded and cannot be reloaded. Most likely cause is switching mod versions after already playing one world. Other rare causes include two mods with .dlls with the same name


That is the entire log. Removing v1.2.10 of the mod and reinstalling v1.2.6 allows the server to start fine, so definitely doesn't appear to be a hidden dll somewhere else or it would have the same issue I would imagine?

 

Oniiyon, Apr 15th at 5:50 AM

I have checked all my folders on the Gportal Server, and it doesnt have the mod, and I've cleared my cache and checked in my personal folders. Are there any mods that are incompatible with yours that you know of?

unicorn_ares , Apr 14th at 7:51 PM (modified Apr 14th at 7:53 PM)

Oniiyon Can you double-check that the mod is completely removed from all locations: both on the server and the client?

Make sure there are no leftover copies in any mods folders (Vintagestory/Mods, VintagestoryData/Mods), since this error usually means something is still being loaded somewhere.

Same issue: https://github.com/anegostudios/VintageStory-Issues/issues/8476

 

Oniiyon, Apr 14th at 1:07 AM

The crazy thing is that I uninstalled the old one as soon as i realized it wasn't compatible with the UI
Could there be something left of it that I need to delete? (P.S. thank you for troubleshooting this with me! I know it can be annoying tending to the complaints of people on a free mod but I appreciate every bit of effort you put in, for what its worth!)

unicorn_ares , Apr 13th at 10:57 PM

Oniiyon Did you remove the old version of the mod before installing the new one?

The error suggests that the mod is already installed and loaded, so the server may be trying to load two versions at once.

Oniiyon, Apr 13th at 9:26 PM

Oh! yes that would help, wouldnt it xD 
It might be something else entirely, but whatever it is, its being a butt and wont even let me install without making the server fail! 
It might have been because I tried adding it without first stopping the server, but now, even when stopping it, the server wont start upon adding it. 

 

Crash Report
Game Version: v1.21.6 (Stable)
04/12/2026 23:59:06: Critical error occurred
Loaded Mods: 
System.Exception: Please restart the game. The mod's .dll was already loaded and cannot be reloaded. Most likely cause is switching mod versions after already playing one world. Other rare causes include two mods with .dlls with the same name
 ---> System.IO.FileLoadException: Assembly with same name is already loaded
   at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath)
   at System.Reflection.Assembly.LoadFrom(String assemblyFile)
   at Vintagestory.Common.ModAssemblyLoader.LoadFrom(String path) in VintagestoryLib\Common\API\ModAssemblyLoader.cs:line 36
   at Vintagestory.Common.ModContainer.<>c__DisplayClass37_0.<LoadAssembly>b__0(String path) in VintagestoryLib\Common\API\ModContainer.cs:line 544
   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 543
   --- End of inner exception stack trace ---
   at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 570
   at Vintagestory.Common.ModLoader.instantiateMods(List`1 mods) in VintagestoryLib\Common\API\ModLoader.cs:line 285
   at Vintagestory.Common.ModLoader.LoadMods(List`1 mods, IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 261
   at Vintagestory.Common.ModLoader.LoadMods(IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 199
   at Vintagestory.Server.ServerSystemModHandler.OnLoadAssets() in VintagestoryLib\Server\Systems\ModHandler.cs:line 50
   at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 649
   at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 554
   at Vintagestory.Server.ServerProgram.Main() in VintagestoryLib\Server\ServerProgram.cs:line 137
   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
System.IO.FileLoadException: Assembly with same name is already loaded
   at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath)
   at System.Reflection.Assembly.LoadFrom(String assemblyFile)
   at Vintagestory.Common.ModAssemblyLoader.LoadFrom(String path) in VintagestoryLib\Common\API\ModAssemblyLoader.cs:line 36
   at Vintagestory.Common.ModContainer.<>c__DisplayClass37_0.<LoadAssembly>b__0(String path) in VintagestoryLib\Common\API\ModContainer.cs:line 544
   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 543
unicorn_ares , Apr 13th at 6:13 PM

Oniiyon Hey, could you send the crash log? Everything seems to be working fine on my end, so I’d like to see what’s going on.

Also, which server version are you running exactly? This build is only compatible with 1.21.5-1.21.6

If needed, I can push a separate build for your specific version.

Oniiyon, Apr 13th at 2:56 AM (modified Apr 13th at 4:36 AM)

Omg you're the best!!! Thank you so much!! <3


Edit: I spoke too soon, It crashes the server and I cant get it to work :'c Thank you anyway for your hard work 

unicorn_ares , Apr 12th at 1:52 PM (modified Apr 12th at 2:44 PM)

Oniiyon Hi, of course, why not.
I’ve added compatibility in the latest releases:

  • 1.2.10 for 1.21.5-1.21.6
  • 1.2.9 for 1.22.0-rc.8
Oniiyon, Apr 10th at 3:19 PM

Hiiiiii, I know this is a long shot, but would it be possible to make the 1.21 version compatible with Dark UI 2 ?

It makes a big black box behind the notifs when picking things up, but its so useful and hard to choose between the two :' ) 

Thank you for your time!

unicorn_ares , Apr 5th at 2:32 AM

Gaxon updated for 1.22.0-rc.7

Gaxon, Apr 5th at 12:31 AM

Getting this error in the server console. 1.2.7 on Rc7

Crash Report
4.4.2026 19:18:58 [Error] [infinitumpickupmod] An exception was thrown when trying to load assembly:
4.4.2026 19:18:58 [Error] [infinitumpickupmod] Exception: Could not load file or assembly 'cairo-sharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. Assembly with same name is already loaded
at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath)
at Vintagestory.Common.ModAssemblyLoader.LoadFrom(String path) in VintagestoryLib\Common\API\ModAssemblyLoader.cs:line 36
at Vintagestory.Common.ModContainer.<>c__DisplayClass38_0.<LoadAssembly>b__0(String path) in VintagestoryLib\Common\API\ModContainer.cs:line 596
at System.Linq.Enumerable.ListSelectIterator`2.MoveNext()
at System.Linq.Enumerable.IEnumerableWhereIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 595
z16_m0v3r, Dec 14th 2025 at 9:13 PM

Well, I don't know what it was but it seems it only didn't want to work the first time after I installed the mod and loaded into a world. Now it's working flawlessly with both mods and without the console command. Thank you again for your work!

unicorn_ares , Dec 14th 2025 at 4:50 PM

Thanks, z16_m0v3r!

My mod doesn’t patch or override ComposeBlockInfoHud in any way, so it shouldn’t conflict with Minimal Compass – even theoretically.

I’ve just tested both mods together on VS:1.21.6 (infinitumpickupmod:1.2.6, minimalcompass:1.1.4), and they work fine out of the box, without using ".minimalcompass set bypassHudCheck on".

So the issue is likely caused by something else. I recommend checking for any other mods that might be conflicting with it, and making sure you’re running the actual versions of all installed mods.
It might also be worth reaching out to sirlan to see if there’s an issue on his side.

If it turns out the problem is caused by my mod, I’ll be happy to fix it.

z16_m0v3r, Dec 14th 2025 at 3:37 PM (modified Dec 14th 2025 at 3:40 PM)

Great mod! Is there a way for me to run both this and minimal compass? It seems activating your mod disables the other.

edit: Running ".minimalcompass set bypassHudCheck on" allows both mods to work, just in case someone else has a similar problem.

SnaiI, Oct 20th 2025 at 7:32 PM

Epic, thank you! <3

unicorn_ares , Oct 20th 2025 at 6:57 PM

SnaiI Hi, thanks for reporting the issue.
That’s really strange and I have no idea what happened to the file.

I rolled back my VS version and rebuilt this release to re-upload the file, so it should be available now.

SnaiI, Oct 18th 2025 at 10:03 AM

1.2.4 link is broken :(

unicorn_ares , Oct 5th 2025 at 2:41 PM

ANG249 updated for game v.1.21.2

ANG249, Oct 5th 2025 at 12:33 PM

After updating to 1.21.2, from 1.21.1.

This error pops up


[Error] [infinitumpickupmod] Please restart the game. The mod's .dll was already loaded and cannot be reloaded. Most likely cause is switching mod versions after already playing one world. Other rare causes include two mods with .dlls with the same name

BlueSteelAU, Sep 23rd 2025 at 2:34 AM

how about adding an overlay setting.. so the text is easier to read

DigitalHare, Sep 10th 2025 at 2:13 PM

unicorn_ares Thank you for the update even though you stepped away from the game and are busy with other things. It's highly appreciated.

unicorn_ares , Sep 10th 2025 at 2:09 PM (modified Sep 10th 2025 at 2:10 PM)

I’ve updated the mod for game version 1.21.1.

At this point, I don’t see a strong reason to make it open-source.
Honestly, I’m still a bit surprised anyone is using this mod at all, since there’s an alternative that runs entirely on the client side and open-source: Item Pickup Notifier by OldManYells

That said, since people do use it, I’ll continue keeping it alive.

F0rkmaster, DigitalHare

F0rkmaster, Sep 9th 2025 at 6:18 PM (modified Sep 9th 2025 at 6:19 PM)

would love to see an update. if you can't keep updating this super practical mod, would you consider making it open-source?

DigitalHare, Sep 9th 2025 at 1:30 PM

With 1.21.1 being officially released, getting the same problem as SternFr. Asking to restart every time with it on.

unicorn_ares , Aug 28th 2025 at 8:33 PM

I’ve stopped playing this game for now and have some other things to focus on, so the mod won’t be getting further development at the moment.
However, I’ll try to release updates to keep it compatible with new game versions (though I can’t promise anything for unstable builds).
I do hope to return later with new major updates or even new mods.

unicorn_ares , Aug 28th 2025 at 8:33 PM

SternFr updated for game v.1.21.0 (possibly 1.21.0-rc.*)

SternFr, Jul 30th 2025 at 6:16 PM

Request to restart the game each time you create a game in 1.21rc.2

Greylocke, May 30th 2025 at 12:10 AM

that fixed it unicorn_ares! Thank you for the quick fix. 

unicorn_ares , May 29th 2025 at 9:09 PM

At the moment, I'm not quite sure if I should continue maintaining the mod, due to some personal reasons.
Thank you all for your support and encouragement. It truly means a lot!

unicorn_ares , May 29th 2025 at 9:06 PM

Greylocke, F0x06 Thank you both for the feedback, and sorry for the long delay.
I've rebuilt the mod for version 1.20.11 - it seems to be working now.

Greylocke, May 28th 2025 at 10:28 PM

I am seeing the same error as F0x06. I tried both the 1.2.1 and 1.2.0 mod versions, and had the same result.

The mod is not notifying when picking up items, but it did with the prior VS stable release.

 

FYI, this from the recent release notes may be a factor: "[For coders: we did not change the API, but if your mod's code references ServerMain.Clients with VintagestoryLib.dll as a dependency, you will likely need to recompile against the 1.20.11 version of VintagestoryLib.dll. Harmony patches which make code changes deep within VintagestoryLib might also need attention: most of the entity physics, animations and general entity ticking code in the engine has been changed.]"

F0x06, May 28th 2025 at 6:03 PM

Hi ! Just updated my server to `1.20.11` and now i have these errors

```
28.5.2025 19:55:54 [Server Error] [infinitumpickupmod] An exception was thrown when trying to load assembly:
28.5.2025 19:55:54 [Server Error] [infinitumpickupmod] Exception: Assembly with same name is already loaded
at System.Runtime.Loader.AssemblyLoadContext.<LoadFromPath>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 Vintagestory.Common.ModAssemblyLoader.LoadFrom(String path) in VintagestoryLib\Common\API\ModAssemblyLoader.cs:line 34
at Vintagestory.Common.ModContainer.<>c__DisplayClass36_0.<LoadAssembly>b__0(String path) in VintagestoryLib\Common\API\ModContainer.cs:line 455
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 454
```

RDawn, May 26th 2025 at 9:09 AM

unicorn_ares Thanks!!  Issue solved!  We did have the hud in the bottom right just by default, just fyi in case that means anything.

OldManYells, May 21st 2025 at 2:19 PM

unicorn_ares try overriding the 'DrawOrder' property for the dialog. World map uses 0.07 and default value for dialogs are 0.1. Making it below 0.07 may help with the interaction issues.

unicorn_ares , May 18th 2025 at 11:21 AM

RDawn Thanks for the report! This issue is related to GUI overlapping. I partially fixed it back in version 1.0.1 by making the HUD no longer block interaction with other GUI elements - however, the world map issue still remained.
In my experience, placing the HUD in the bottom-right corner helps a lot.

I’ve just released an update (v1.2.1) where the HUD now fully hides when there's nothing to display (as if it’s turned off), which should help with that.
Please make sure all players are using the latest version of the mod (v1.2.1).

Since the native HUD system doesn’t let me avoid some of these issues entirely, I’m planning to implement custom rendering in the future. That should completely resolve these problems and, hopefully, also improve the fade-out animation.

RDawn, May 18th 2025 at 9:27 AM

So not sure what the issue is, but when using this mod to host a game anyone who joins (not the host) cannot interact with their esc menu or the world map.  The most they can do is open them.

I was running 1.20.7 but updated to 1.20.10 (most recent version), both stable, and it does it regardless.

No idea how to add images, but the mods i'm running are:

better prospecting 1.7.0

better ruins 0.4.12

carryon 1.20.0-pre_v1.8.0-pre.1

chiseltools1.14.11

commonlib_vs1.20.2-rc-1_net7_v2.6.1

crock_mod

hudclockpatch

infinitumpickupmod_1.2.0

playercorpse_vs1.20.1-rc.1_net7_v1.11.0

stepupadvanced_v1.0.4

vsimgui_1.1.8

waypointtogethercontiued_2.2.0_1.20.0

xinvtweaks_v1.6.9

x_lib_v08.16

xskills_v0.8.19

 

Added file names so you could see mod versions.  Aware of the possibility of the mod not working with certain versions of other mods but don't have the time to be troubleshooting with another person right now so wondering if there's any insight.

Cliper, May 14th 2025 at 4:06 PM

unicorn_ares Oh hey that was my bad I didnt notice the update, sorry. Ive updated and it works as expected. thank you!! Keep up the good work :D

TheCat, May 14th 2025 at 2:03 PM

unicorn_ares Yes definitely agree on the potential server side issues, happy to have helped a little bit with this specific issue :)

unicorn_ares , May 14th 2025 at 1:59 PM

TheCat Thank you for your interest in my mod. I finally had a chance to play with it myself and found a few issues and improvements that I’ll try to implement soon. Yes, I’m aware that a similar issue was present up to version v1.1.0, but I fixed it in v1.1.1, so it shouldn’t happen anymore. There are only 2-3 lines of code in that area, so it’s hard for me to understand what the issue could be this time. The only thing that comes to mind is that maybe the mod wasn’t updated on the server side after v1.1.1.

unicorn_ares , May 14th 2025 at 1:48 PM

I’ve added my mod to the #mods channel on the official Discord server, so now you can freely discuss it there, share screenshots, and talk about your thoughts or any issues related to the mod.

Here is a discord link: Infinitum Pickup HUD

TheCat, May 14th 2025 at 1:29 PM

Hello mod developer your mod is really neat thought I would add some info on the below crash type as it also happened to me:
I experienced crashing like Cliper a few days ago on the 1.0.0 version (where I just disabled the mod), just tried updating the file to the latest version and did not have the crash any more but the crash described by Cliper is very similar to the one I am familiar with, I am on VS version 1.20.10 Mods I have:

Spoiler!
[aculinaryartillery@1.2.5, autopanning@1.0.1, betterruins@0.2.5, bettertraders@0.0.10, primitivesurvival@3.7.7, strspawnchances@0.0.6, terraprety@6.0.2, usefultraders@2.2.0, game@1.20.10, vsimgui@1.1.8, betterfirepit@1.1.5, configlib@1.5.3, expandedfoods@1.7.4, fastknapping@1.0.0, infinitumpickupmod@1.0.0, creative@1.20.10, survival@1.20.10, vsvillage@2.0.0]
Tested Each
Infinitum Pickup HUD 1.0.0 (Instant Crash on Pulveriser Right Click)
Infinitum Pickup HUD 1.2.0 (No Crashing)


Primitive Survival 3.7.7 seems to be mentioned in the crash log for me

Spoiler!
Involved Harmony IDs: space.infinitum.itempickuphud
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.Common.PlayerInventoryManager.TryGiveItemstack_Patch2(PlayerInventoryManager this, ItemStack itemstack, Boolean slotNotifyEffect)
at Vintagestory.GameContent.Mechanics.BEPulverizer.OnInteract(IPlayer byPlayer, BlockSelection blockSel) in VSSurvivalMod\Systems\MechanicalPower\BlockEntity\BEPulverizer.cs:line 220
at Vintagestory.GameContent.Mechanics.BlockPulverizer.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in VSSurvivalMod\Systems\MechanicalPower\Block\BlockPulverizer.cs:line 28
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 875
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 617
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 85
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 992
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 242
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
unicorn_ares , May 14th 2025 at 1:17 PM

Cliper Thanks a lot for reporting this issue! Would you mind tagging me in the official Vintage Story Discord so I can follow up with you directly for more details? I’ve tried reproducing the crash using the mods you mentioned, but so far I haven’t been able to trigger it on my end. It’d be great to ask a few questions if possible. Thanks again for taking the time to report it!

Discord: in #mods-general tag @unicorn_ares

Cliper, May 14th 2025 at 10:09 AM

Hi, I’m experiencing a crash with infinitumpickupmod v1.2.0 on Vintage Story v1.20.10 (Stable) when interacting with a Pulverizer frame. A System.NullReferenceException occurs in PlayerInventoryManager.TryGiveItemstack_Patch2, tied to the Harmony patch space.infinitum.itempickuphud. This crashes the client and disconnects players on my server, during BEPulverizer.TryTake (line 322). I’m running 42 mods, including geologyadditions@1.4.1, commonlib@2.6.1, and millwright@1.2.0, which might contribute (e.g., modded ores or multiblock mechanics). Disabling infinitumpickupmod is my next step, but I wanted to report this for v1.2.0. Full client/server logs available if needed. Thanks for your work on this mod!

unicorn_ares , May 11th 2025 at 12:32 AM

Dekkan Yes, absolutely! You can change the hotkey after joining the server by going to:
Settings > Controls > User Interface > [Infinitum] Item Pickup HUD
That way you can avoid conflicts with Rifteye or any other mods.

unicorn_ares , May 11th 2025 at 12:27 AM

crumps Thank you so much for the kind words! I'm really glad to hear the mod helps make your gameplay more seamless and immersive - that means a lot! 😊

Dekkan, May 10th 2025 at 6:13 PM

Any chance to change the default hot key?  P is already used by Rifteye - server Admin mod.  I'd love to offer the use of this to our server but Rifteye takes precedence for Admin purposes.

crumps, May 10th 2025 at 11:19 AM

Thank you for the fix again, really enjoying the mod a lot!!! This along with HUD I don't even have to open my inventory or character sheet nearly as often and can just get lost

unicorn_ares , May 9th 2025 at 1:59 AM

crumps Thanks again for reporting the bug! In this update (v1.2.0), the issue has been fully fixed, and VTML in item names is now displayed correctly. It took a bit longer than I expected, though. 😅

 

Bonus: I added two new icon alignment options.
-------------------

It’s already 5 AM here, so I’m heading to bed. 😴

unicorn_ares , May 8th 2025 at 6:48 PM

crumps Thanks a lot, that really helped narrow it down!
I’m already working on a fix and should have it released soon.

crumps, May 8th 2025 at 5:36 PM

Found a good example

 

Seems to be the wildcraft: fruits and nuts series and this one has elderflowers in it. Hopefully that can help to narrow down any inconsistencies!

crumps, May 8th 2025 at 2:39 PM

unicorn_ares oh yeah totally understandable! I did the same for a long long time, but if i do make a recommendation the biomes, floral zones, wildcraft and wild grass all play really well to make dynamic biomes. I did the same for a while but now I can't bo back with how diverse the worlds plant life is

 

Forgot to get on cuz I was messing with my server last night but I'll post a screenshot soon!

unicorn_ares , May 8th 2025 at 10:22 AM

Shion I actually think the tags make the display more informative, so I decided to keep them in for now.
But I get that some people might prefer a cleaner look, so I might add a setting in the future to let you turn them off.
I’ve added it to my todo list!

unicorn_ares , May 8th 2025 at 10:18 AM

crumps Thanks a lot, I really appreciate the kind words. I'm really glad to hear you liked my mod!

I'll definitely take a look at what's going on with the cooking items from Wildcraft and Floral Zones. That "reference location" thing usually shows up when there's no proper name for the item or if I'm pulling the wrong field for the display.

To be honest, I’m still playing through the game for the first time myself and I’ve barely reached the Copper Age, so I probably haven’t seen a lot of the content yet. Lately I haven’t had much time to actually play either.
I also tried to avoid using mods that add new items, just so I could get a proper first impression of the game without things feeling too different. But I’ll see what I can do to make it work better with modded content anyway.

Feel free to send those screenshots when you can!

unicorn_ares , May 8th 2025 at 9:27 AM

Sorry I didn’t get a chance to work on improvements and fixes yesterday - I was having issues with power and internet. I live in Ukraine, so I might occasionally go quiet for a bit :)

unicorn_ares , May 8th 2025 at 9:22 AM

Scorives Thanks a lot for reporting the bug!
It’s already been fixed in the latest version (v1.1.1), so you should be good to go now 😊

icehorse, May 8th 2025 at 3:17 AM

unicorn_ares ever considered a collab with OldManYells ? They say that their code is basically up for grabs and this mod db recently got an update to allow multiple contributors to a mod

Shion, May 8th 2025 at 2:08 AM

The mod doesn't strip tags from the item names.

crumps, May 7th 2025 at 11:13 PM

I'm NGL I tried both yours and the other and yours encompasses more. I do have problems with picking up cooking related items that utilize mods. Basically wildcraft and floral zones items make the hud say a reference location text and not the actual name. Once im home later I can post some screenshots to show and see if it's something that could be fixed. Could possibly just default to it saying generic crock pot and not attempt to grab the descriptor?

unicorn_ares , May 7th 2025 at 6:07 PM

Scorives Hi, thanks for the heads up!
I’ll take a look at what’s causing the issue and try to get it fixed. Appreciate you reporting it!

Scorives, May 7th 2025 at 5:51 PM

Hi, great mod unfortanatly had to uninstall as when it is installed and i try to fill a bowl with food from a crock in my inventory it causes game to crash. wanted to give you a heads up on the error.

OldManYells, May 7th 2025 at 5:15 PM

Duuuude. This is exactly what i was looking for. What a coincidence 🤣 Amazing mod !!

Vigilance, May 7th 2025 at 4:23 PM

The circumstances of the two pickup HUD mods coming around at the same time cracks me up, since I just noticed it recently with two different iterations of an autorun mod. One of those "if I had a nickel" situations, honestly. I'm happy mod authors decide to put anything out in the first place, choice is never a bad thing!

unicorn_ares , May 7th 2025 at 3:59 PM

icehorse, Vari_Ares

Haha, yeah, the timing really was uncanny!

I actually only recently started playing the game, and one of the first things that really bugged me was not knowing what I had just picked up - especially during panning. I kept opening my inventory every few seconds or just sitting there with it open the whole time, which wasn't exactly a fun experience. Eventually it annoyed me so much that I went looking for a mod to fix it… and when I couldn't find one, I thought - hey, writing a mod like this should be pretty straightforward!

So I started working on it - and you can imagine my surprise when, right in the middle of active development, someone else suddenly started releasing early versions of exactly the kind of mod I was making. The game’s been around for almost 9 years, and somehow both of us decide to tackle the same problem at the same time? I genuinely had a moment of “is this a prank?” and for a moment I seriously considered just dropping the project altogether.

But it felt like a waste to stop halfway through - especially since that other mod didn’t quite fit my needs. It didn’t have item icons, and I wasn’t sure how quickly it would develop. So I decided to keep going and build the version that matched my own vision. And well… here we are 😄

Right now, I’m honestly not sure if I’ll keep developing the mod further. It already does everything I personally needed it to do, and meanwhile, OldManYells managed to make it fully client-side - something I still haven’t managed to pull off properly. Plus, I don’t have a ton of free time, so I might just leave it as-is for now. We'll see!

This whole story just goes to show how much a mod like this was truly needed by the community.

 

Vari_Ares, May 7th 2025 at 5:34 AM

icehorse Yeah I don't understand why 2 people are making the exact same mod at the same time that suspicious...

icehorse, May 7th 2025 at 3:46 AM

unicorn_ares I swear, you and OldManYells are competing on making the best item pick up notifier mod, and you two keep publishing updates at similar times. Almost like you two are the same person... You made an update allowing the hud to be moved, and oldmanyells made it so that the mod is finally client side, im really surprised and impressed with the progress.

unicorn_ares , May 6th 2025 at 11:30 AM

Vigilance I just released a fix that should resolve the issue with overlapping Xandu’s Inventory Tweaks buttons. Let me know if it works for you! Thanks for the feedback! 

unicorn_ares , May 6th 2025 at 10:38 AM

StachoPL Unfortunately, I haven’t yet figured out how to make this mod work fully on the client side only.
I’ve spent a lot of time on this, but so far I haven’t been able to find a way to implement it properly without using _sapi.

Although there were some partial successes, I couldn’t manage to show the amount of picked-up items.
If someone is okay with a fully client-side version but without showing item counts, I can definitely make that happen :)

Right now, my implementation is based on code taken from the official VSSurvivalMod, using protobuf-net and a few Harmony patches.

StachoPL, May 6th 2025 at 9:57 AM

You can go ahead and check how to implement client side only HealthBarMod/modinfo.json at master · Sztacho/HealthBarMod

If you not use  _sapi then you can make it working only on the client. If you need something from the _sapi then this mode must be installed on both side. 

 

Thats is the server side:
 

Spoiler!
public override void StartServerSide(ICoreServerAPI _sapi)
{
// Required on the server.
}

if you not have thats but have only

Spoiler!
public override void StartClientSide(ICoreClientAPI api)
{
// Required on the client
}

 

then in modinfo change from both to client. 

But if you have both methods then its required on the both. 

unicorn_ares , May 6th 2025 at 9:44 AM

Vigilance I think I understand what might be causing the issue, and I should be able to release a fix soon.
Also, I'm planning to make the HUD fully draggable in the near future, so you'll be able to place it anywhere on the screen and resize it as you like.

Vigilance, May 6th 2025 at 2:11 AM

I like this more than the other option, but the issue I'm running in to is that I can't interact with xandu's inventory tweaks buttons that overlap your HUD's location by default. If I drag the window elsewhere, I can click on the buttons correctly again. Any ideas?

unicorn_ares , May 5th 2025 at 11:08 PM

When I first started development, there were no alternatives to my mod.
That's why I decided to create it myself - but just a few days before release, that alternative showed up (though in a very early state).
Still, I decided to keep working on my own version. And funnily enough, about an hour after I released mine, that mod got updated and now there are fewer differences :)
As far as I can tell, we were both inspired by the same Minecraft mod - so it’s not too surprising!

It's up to you to decide which one suits you better :)

unicorn_ares , May 5th 2025 at 11:05 PM

icehorse I haven’t used that mod myself, so I can’t say exactly what it’s like.
As far as I understand, the mentioned mod only reacts to items picked up from the ground, while mine also detects panning, grabbing by hand, and other types of item interactions.
There are also some differences in visuals and available settings.
However, my mod currently doesn’t support changing the HUD position, unlike the mentioned one.

eerino, May 5th 2025 at 10:48 PM

icehorse oh, hi again

icehorse, May 5th 2025 at 10:38 PM

difference between ur mod and https://mods.vintagestory.at/show/mod/23330 ?