Mods / Hotbar Fix - Hydrate and Fatigue

Tags:
Harmony Patching Patch Clientside HUD UI
Author:
Polontj
Side:
Both
Created:
May 1st at 11:55 PM
Last modified:
May 8th at 8:22 PM
Downloads:
289
Latest release (for Vintage Story 1.22.2, potentially outdated):
HOD_BarFix.zip  1-click install

Hotbar Fix - Hydrate and Fatigue

Este é um patch de compatibilidade para os mods Hydrate or Diedrate e Temporal Fatigue, focado especificamente na versão 1.22 do Vintage Story.

O que este patch faz?

A posição da barra de sede do mod Hydrate acaba sobrepondo a hotbar do Temporal Fatigue. Este patch utiliza Harmony Transpiler para modificar esse valor em tempo de execução para -36.0, garantindo que ambas as barras não ficarão se sobrepondo.

 

Criado para eu e meus amigos jogar com o mod HydrateOrDiedrate e Temporal Fatigue e está funcionando tanto em multiplayer compartilhado quanto em servidor dedicado.

 

Requisitos:

Como funciona:

Este mod não altera os arquivos originais do HydrateOrDiedrate ou Temporal Fatigue. Ele atua como um "corretor" que captura em tempo real e ajusta o offset vertical apenas na memória, sem alterar nenhuma lógica da game.

 

Nota: Este fix é temporário e destinado a jogadores que utilizam os mods mencionados.

 

 

 

[ English ]

Hotbar Fix - Hydrate and Fatigue


This is a compatibility patch for the Hydrate or Diedrate and Temporal Fatigue mods, focused specifically on Vintage Story version 1.22

 

What does this patch do?
The thirst bar position from the Hydrate mod ends up overlapping the Temporal Fatigue hotbar. This patch uses Harmony Transpiler to modify this value at runtime to -36.0, ensuring that both bars won't overlap each other.

Created for me and my friends to play with the HydrateOrDiedrate and Temporal Fatigue mods, and it's working on both shared multiplayer and dedicated servers.

 

Requirements:

 

How it works:
This mod doesn't change the original files for HydrateOrDiedrate or Temporal Fatigue. It acts as a "fixer" that hooks in real-time and adjusts the vertical offset only in memory, without changing any of the game's logic.

 

Note: This fix is temporary and intended for players using the mentioned mods.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.0.3 hydandfathotbarfix 149 May 8th at 8:22 PM HOD_BarFix.zip 1-click install

- Added Dispose method and UnpatchAll in Dispose

1.0.2 hydratediedratehotbarfix 56 May 4th at 3:27 AM HOD_BarFix.zip 1-click install

Alterando Logo.

1.0.1 hydratediedratehotbarfix 23 May 4th at 3:14 AM Empty HOD_BarFix.zip 1-click install
1.0.0 hydratediedratehotbarfix 33 May 2nd at 12:15 AM HOD_BarFix.zip 1-click install

Main

1.0.0
28 May 2nd at 12:05 AM HOD_BarFix.zip

Main


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

Kyattono, May 4th at 1:27 PM

Wow... Why make an AI slop code mode when a json patch would work with less overhead. Hijacking the memory at runtime is yikes, just edit the following which is even ***on temporal fatigue's modpage***

"UI": {
  "Anchor": "LeftBottom",
  "OffsetX": 0.0,
  "OffsetY": -96.0,
  "InvertFillDirection": true
}
Polontj , May 5th at 6:24 AM
@Kyattono: Wow... Why make an AI slop code mode when a json patch would work with less overhead. Hijacking the memory at runtime is yikes, just edit the following which is even ***on temporal fatigue's modpage*** "UI": { "Anchor": "LeftBottom", "OffsetX": 0.0, "Offs

Sorry man, I was just trying to play with some buddies. Now I'm actually interested in learning more about how this modding stuff works. I had no idea you could just tweak the Temporal Fatigue configs, thanks for pointing it out, it saves us from cluttering the server.

TheInsanityGod, May 7th at 2:45 PM
@Kyattono: Wow... Why make an AI slop code mode when a json patch would work with less overhead. Hijacking the memory at runtime is yikes, just edit the following which is even ***on temporal fatigue's modpage*** "UI": { "Anchor": "LeftBottom", "OffsetX": 0.0, "Offs

Kyattono a json patch actually would not work here as the file in question is a mod config file, which cannot be json patched (it's not an asset file, in fact it's not even guaranteed to exist yet when json patches are applied since the mod itself is responsible for creating the file and has full control over when it does so).
Btw the 'in memory' mentioned just refers to it using Harmony Patching to change the code runtime (in memory) which is an incredibly commen modding technique you will find in pretty much any major code mod (even in other games).


On a side note Polontj after having take a quick peek at the code I feel I should point out that you have forgotten to call `UnpatchAll(harmonyID)` during the `Dispose` method of the `ModSystem` class, which means it remains applied even after going to main menu and will apply a second time if re-entering a world (since you also do not use `Harmony.HasAnyPatches(harmonyID)`.

Kyattono, May 7th at 3:28 PM
@TheInsanityGod: Kyattono a json patch actually would not work here as the file in question is a mod config file, which cannot be json patched (it's not an asset file, in fact it's not even guaranteed to exist yet when json patches are applied since the mod itself is resp

Common doesn't mean it should always be done though, but fair enough, I did not see that this json was a config not an asset. I've been just getting frustrated at the increasingly prevalence of vibe coded mods, they have high potential to cause seemingly unrelated issues at best. If it's an experienced programmer using it as auto-complete that's one thing, but I feel like there are many mods being uploaded by people that don't have the knowledge to understand what the vibes are actually producing.

TheInsanityGod, May 7th at 3:39 PM
@Kyattono: Common doesn't mean it should always be done though, but fair enough, I did not see that this json was a config not an asset. I've been just getting frustrated at the increasingly prevalence of vibe coded mods, they have high potential to cause seemingly

That I definitly agree on, to someone without programming experience/knowledge vibe coding sounds nice but it means you cannot propperly guide the AI or validate that the output is correct, efficient and safe which is a rising issue even outside this games modding scene.

Kyattono, May 7th at 3:52 PM
@TheInsanityGod: That I definitly agree on, to someone without programming experience/knowledge vibe coding sounds nice but it means you cannot propperly guide the AI or validate that the output is correct, efficient and safe which is a rising issue even outside this game

I mean can you imagine what would happen if someone put an LLM in a position to delete production for a huge company like... idk, Amazon? That'd be crazy.

It's pretty incredible what LLMs can do but people need to understand they are just a fancy calculator that's been trained to guess at the "next-most-likely" words instead of just doing the numbers.

Polontj , May 7th at 6:28 PM (modified May 7th at 6:28 PM)
@TheInsanityGod: That I definitly agree on, to someone without programming experience/knowledge vibe coding sounds nice but it means you cannot propperly guide the AI or validate that the output is correct, efficient and safe which is a rising issue even outside this game

Kyattono

I agree with that too. Even though I mostly just know Java and Python and my C# is still pretty new, I believe I'll get the hang of it on my own over time. I used everything I know from other languages to guide the creation of this patch, and I played with my friends for several days with it active.

Polontj , May 7th at 9:24 PM
@TheInsanityGod: Kyattono a json patch actually would not work here as the file in question is a mod config file, which cannot be json patched (it's not an asset file, in fact it's not even guaranteed to exist yet when json patches are applied since the mod itself is resp

TheInsanityGod Thanks bro, I'll fix it. I didn't even notice because I was already using another mod I made to do it automatically, clearing out all the junk, but I'm not confident enough to release it yet.

JasonFinch, May 4th at 3:23 AM

... english translation?

Polontj , May 5th at 6:35 AM
@JasonFinch: ... english translation?

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