Mods / Player Status HUD
- Tags:
- Author:
- Teotale
- Side:
- Both
- Created:
- May 6th at 9:20 AM
- Last modified:
- May 8th at 12:18 PM
- Downloads:
- 2462
- Follow Unfollow 70
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Latest release (for Vintage Story 1.22.0 - 1.22.2, potentially outdated):
playerstatushud-v1.0.1-moddb.zip 1-click install
Player Status HUD
Developer-focused status HUD library for Vintage Story
Current public release: 1.2.0
Player Status HUD is a reusable HUD layer and API for mods that need player-facing status icons with tooltips and animation semantics. It is designed for integration first: provider-based data model, stable ids, deterministic merge behavior, and production-safe defaults.
Mods using this library
Integrators can treat these mods as live demos of the Player Status HUD API in production gameplay.
- Hydrate or Diedrate Visualized — reference integration for different debufst wchich mod provide.
- SlowTox Visualized — reference integration for intoxication and effect statuses.
UseMockStatuses=falseby default.- Mock tooling exists for development, but no placeholder statuses appear unless explicitly enabled/run.
- Integration mods can ship without exposing test-only states to players.
Why use this library
| Stable runtime API | Register providers once and stream statuses per frame via IStatusStripProvider. |
| Deterministic merge | Sorted by SortOrder + StableId; duplicate id policy is predictable (last provider wins). |
| Semantic motion | Built-in Neutral / Positive / Negative affect kinds for meaningful animation feedback. |
| Config-first layout | HUD alignment and icon geometry are user-configurable without changing code. |
Quick integration
Minimal client-side bootstrap:
var baseSys = api.ModLoader.GetModSystem<PlayerStatusStrip.PlayerStatusStripModSystem>(); IStatusStripHudApi? stripApi = baseSys?.StatusApi; if (stripApi == null) return; stripApi.RegisterProvider(myProvider);
Provider contract: append StatusDescriptor entries in Collect(), keep ids stable across frames, unregister on unload.
Configuration surfaces
- Layout:
ModConfig/playerstatusstrip-hudlayout.json— icon size/gap, anchor behavior, row baseline locking, profile settings, draw order. - Dev:
ModConfig/playerstatusstrip-dev.json— `DevMode`, `UseMockStatuses`. - Runtime reload: press F8 for layout reload feedback in chat.
Dev testing scenarios
Scenario ids for regression and UX checks:
meal mining combat weather recovery buzz
Commands: /stripmock list, /stripmock run <id>, /stripmock stop.
What integrators get
- A stable provider-based API for publishing status icons with tooltips and effect semantics.
- A configurable HUD surface that players can tune without changing your integration code.
- A built-in setup wizard for first-run layout selection (corner, inset, size, spacing).
- Fast in-game verification flow via F8 (layout reload) and Ctrl+F8 (wizard).
- Production-safe defaults: no mock visuals unless explicitly enabled in dev config.
Documentation index
- API:
PlayerStatusStrip/docs/PLAYER_STATUS_STRIP_API.md - Dev guide:
PlayerStatusStrip/docs/PLAYER_STATUS_STRIP_DEV_GUIDE.md - Integration quick links: start with
PLAYER_STATUS_STRIP_API.md, then use.striplayout show+Ctrl+F8to validate your provider in-game.
Release metadata (version, modid, dependencies) is sourced from modinfo.json.
Created for the Teotale Vintage Story server ecosystem. Learn more at www.teotale.com.
If you are building server-side systems or gameplay mods, Player Status HUD gives you a shared status HUD contract for consistent UX.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.1 | playerstatusstrip | 1974 | May 8th at 12:18 PM | playerstatushud-v1.0.1-moddb.zip | 1-click install | ||
|
Player Status HUD - 1.0.1Release date: 2026-05-08 Public patch release after ModDB baseline 1.0.0. Highlights
Install / Update Notes
Full history: | |||||||
| 1.0.0 | playerstatusstrip | 160 | May 7th at 11:03 AM | playerstatushud-v1.0.0-moddb.zip | 1-click install | ||
|
Player Status HUD - 1.0.0Release date: 2026-05-07 This release consolidates all changes delivered after the last published ModDB version 0.1.33. Highlights (0.1.34 - 1.0.0)
Install / Update Notes
Full history: | |||||||
| 0.1.33 | playerstatusstrip | 91 | May 6th at 10:45 PM | playerstatushud-v0.1.33-moddb.zip | 1-click install | ||
|
Player Status HUD - 0.1.33Release date: 2026-05-08 Release focus: safe chat output for layout commands, tuned defaults for new players (icon size, top-right HUD, vertical offset). Baseline stability remains 0.1.28+ (F8 hotkey guard, Changes since 0.1.29 (0.1.30 – 0.1.33)
Layout chat (reminder)Client chat:
CompatibilityGame version: as declared in mod metadata.Dependency: game: * Install / Update Notes
Markdown: | |||||||
| 0.1.29 | playerstatusstrip | 32 | May 6th at 9:37 PM | playerstatushud-v0.1.29-moddb.zip | 1-click install | ||
|
Player Status HUD - 0.1.29Release date: 2026-05-08 Cumulative release: includes everything planned for 0.1.28 (stability after main-menu cycle, F8 hotkey guard, HUD lifecycle) plus 0.1.29 ( Highlights
Fixes (0.1.28 baseline)
Example (layout chat)In-game chat (client):
CompatibilityGame version: as declared in mod metadata.Dependency: game: * Install / Update Notes
If anything still fails after update, check | |||||||
| 0.1.25 | playerstatusstrip | 22 | May 6th at 9:00 PM | playerstatushud-v0.1.25-moddb.zip | 1-click install | ||
|
Player Status HUD - 0.1.25Release date: 2026-05-06 Usability update for server operators and testers: default server config is now generated on startup, and HUD layout can be changed from in-game chat commands without manual JSON edits. Highlights
Added / Improved
Example commandsType in chat (client). Slash and dot prefixes both work:
Fixes
CompatibilityGame version: as declared in mod metadata.Dependency: game: * Install / Update Notes
This release focuses on operational convenience for multiplayer setups and faster in-game HUD iteration. | |||||||
| 0.1.24 | playerstatusstrip | 175 | May 6th at 9:28 AM | playerstatushud-v0.1.24-moddb.zip | 1-click install | ||
|
Player Status HUD - 0.1.24Release date: 2026-05-06 Finalization release: production-safe defaults for mock tooling, expanded modder docs, and release-facing documentation assets. Highlights
Added / Improved
Fixes
CompatibilityGame version: as declared in mod metadata.Dependency: game: * Install / Update Notes
Thanks for testing and feedback - this release focuses on developer usability and release hygiene. | |||||||
An updated and comprehensive Russian translation.
For some reason, the icons do not want to change their position, already 2 players have it.
Do you mean that in the Ctrl+F8 settings menu, you're trying to change the corner where the icons are displayed, but the icons always stay in the same place? (For example, the top-right corner)
I know this is intended for other mods to use as a library, but does it have any current functionality by itself? e.g. showing a status icon when hungry, cold, wet, etc?
No, by default, this library does not declare any rendering states for the HUD
This is awesome, I hope it also gets integration with https://mods.vintagestory.at/alchemy
to get the potions' status
Honestly we could really use a library like this but for hud bars (health, hunger, thirst, etc) to deal with allignment and overlapping issues.
Like this? https://mods.vintagestory.at/hudshelf
I was thinking more along the lines of it automatically spacing the bars but thats awesome too, guess now I have even more compatibility stuff to work on :P
Ah gotcha! HudShelf is more for free dragging individual HUDs. For automatic bar spacing, something like a shared strip container that mods register bars to (and it handles layout/gaps/ordering) would be ideal. I could look at adding a bar-strip mode to HudShelf if there's interest?
I'm interested (for hooking it into HoD to deal with bar overlap issues with other mods) but idk how large of an interest there is from other modders.
You could try visualizing the player's thirst as status indicators in the HUD bar.
On the one hand, managing thirst will become more difficult, since the player won't see the exact thirst value (for example, 1000/1500).
On the other hand, in real life, you don’t have a clear understanding of how much you want to drink anyway; thirst strikes suddenly.
Example implementation (3 statuses: Mild Thirst, Severe Thirst, Dying of Dehydration)
I certainly hope people take this mod seriously. There's a lot of potential for third-party authors to produce radically-different UIs with this approach, which could result in more neat-looking interfaces that better-convey player status than the usual bars.
If you're looking to make a bigger splash through general-use mods, OmegaHaxors doesn't seem interested in developing Mortal Damage anymore from what I've seen, and his mod has a lot of outdated pre-revive stuff in it. A reprisal that still provides the bare essential code for delayed health state which is designed from the bottom-up for 1.21+ would be very nice.
Because… y'know it isn't very fair to be attacked by a bear, and have death be near-instant when in-reality, that isn't a thing which happens instantly — the dying process takes a little while, at-least, and being able to use poultice for saving oneself from imminent death feels hella-nice.
Consider it. Not only would that be a fun mod to include for Teotale, it'd be a boon for everybody who thinks health should be a gradual thing in either direction.
Agreed, LOVE THE IDEA
I agree - it’s fair when heavy damage isn’t dealt instantly, but instead is dealt gradually and quickly depletes your health, while giving you a brief window of a couple of seconds to react and use health regeneration methods to avoid fatal damage
I did forget to mention; this could be another, smaller example mod of how vanilla mechanics could incorporate into Player Status HUD. So it would not only act as a reprisal for argiably one of Vintage Story's most significant QoL mods, it would also be a concrete example of how new integrations could be added into this mod. Though, because it'd also be a vanilla integration, you'd reckon with having to include basic statuses for health, satiety, oxygen and temperature for this mod before you incorporate statuses for things like bleeding and healing as part of a separate delayed health mod I'm suggesting, which arguably should be a separate mod for people who want the vanilla bars, but the icon status to represent ongoing health effect state.
Perhaps, delayed satiety could be incorporated into this too, so eating doesn't immediately give you the satiation boost, but you instead eat to counter depleting satiety with a temporary boon which could be further incorporated into existing obesity mods, if they exist to represent eating too much. But that needs to be a separate integration, otherwise you'd be dealing with scope creep just to make everything in the game more gradual.
I'll be adding a video or GIF to the mod page soon, showing some test scenarios. Things like: meal, mining, combat, weather, recovery, buzz
Amazing icons, love it!)
They're just placeholder icons for test scenarios 😅
For the first release of the mod, I decided not to include any pre-made status presets, in the hope that modders would “tailor” the status visuals to fit the atmosphere of their own mods
I'll be porting my mod https://mods.vintagestory.at/slowtoxvisualizer to this library soon