Mods / Status Hud Continued
Author: Gravydigger
Side: Client
Created: Jan 5th 2024 at 9:40 AM
Last modified: 2 days ago
Downloads: 17172
Follow Unfollow 507
Latest file for v1.20.0:
statushudcont_3.2.2.zip
1-click install
A continuation of Rangelost's original Status HUD:
This is a not-so-simple mod with the objective of relaying information to the player. If your character can feel it, then you should see it.
Now configurable in-game with a GUI! Press [U] to configure in-game!
Works on both singleplayer & multiplayer!
Description
Status HUD Continued offers a collection of various elements to display on the HUD. The available elements are:
Altitude
: displays the player's current height (in meters) in relation to sea level;Armour
: displays the equipped armour's average durability (in %). If no armour is equipped, it is hidden;Body heat
: displays the player's current drop in body heat. If it is at normal body head (37°C), this element is hidden;Compass
: element displays the player's facing direction (in degrees) in relation to North;Date
: displays the current date (e.g.1 Jul
) and an icon for the current season (sprout for spring, sun for summer, leaf for autumn, and snowflake for winter);Durability
: element displays the selected item's remaining durability. If the item does not have durability, it is hidden;Latitude
: displays the player's current latitude (in degrees);Light
: element displays the hovered block's light level. If no block is being hovered over, it is hidden;Ping
: displays your server ping in milliseconds. If you are on singleplayer, this element is hidden;Players
: displays the number of players currently online;Rift Activity
: displays the number of hours until the next change in activity, and changes icons depending on the current activity. If rifts are turned off, this element is hidden. When adding this element to the HUD, a reload may be required;Room
: displays a house icon when the player is inside a room (house for large room, cabin for small room or cellar), and a sun icon above when inside a greenhouse. If the player is outside, this element is hidden;Sleep
: displays a countdown until the next time the player is able to sleep. If the player can sleep, this element is hidden;Speed
: displays the player's current speed (in m/s);Stability
: displays the temporal stability (e.g.76%
) at the player's position if it is below 150%. If the temporal stability is 150%, this element is hidden;Temporal Storm
: displays a timer when a temporal storm is approaching or is in progress. Otherwise, it is hidden. When adding this element to the HUD, a reload may be required;Time
: displays the current time (e.g.19:43
) and an icon for the position of the sun relative to the horizon. Support both 24 & 12 hour time;Time (Local)
: displays the system's local time;Weather
: displays the current temperature (e.g. 21°C) and an icon for the current condition (clear, fair skies, cloudy, rain, snow or hail). Supports multiple temperature scales;Wetness
: displays how wet (e.g.72%
) the player is. If the player is dry, this element is hidden;Wind
: displays the current wind speed (e.g.20%
) and direction at the player's position.
Only one instance of an element can be active at a time.
Note: A default layout is installed on first run. Use the in-game GUI (Press [U]) to customize the elements to your liking.
Config File Layout
Upon running the mod, a statushud.json
config file will be created in the game's ModConfig directory. The available options are:
Variable | Description | Values | Default value |
---|---|---|---|
version |
The config file version. | 2 |
2 |
iconSize |
Icon size (in px). | Any integer greater than 0 |
32 |
textSize |
Text font size (in pt). | Any integer greater than 0 |
16 |
showHidden |
Show hidden elements. | true to show, false to hide |
false |
elements |
Element save data. | - | - |
elements/name |
Name of the element to show on the HUD | Any name of elements found in the Description above | - |
elements/x |
X coordinate of the element | Any integer | 0 |
elements/y |
Y coordinate of the element | Any integer | 0 |
elements/halign |
The horizontal alignment of the element | -1 for Left, 0 for Center, 1 for Right |
0 |
elements/valign |
The vertical alignment of the element | -1 for Top, 0 for Middle, 1 for Bottom |
0 |
elements/options |
Used to store any optional cofiguration for that specific element | A string specific to that element | "" |
Resources
- In your Mods folder (
VintagestoryData/Mods/
), create a new folder with the name of your choice. In this example, it will be calledmyiconpack
; - In this new
myiconpack
folder, create a file calledmodinfo.json
, and open it in the text editor of your choice; - In this new
modinfo.json
file, enter the following:{ "type": "theme", "name": "My Icon Pack", "modid": "myiconpack", "version": "1.0.0", "authors": ["Your name here"], "description": "This is my icon pack!", "side": "Client", "dependencies": { "statushudcont": "3.2.0" } }
Note: You can edit thename
,modid
,authors
anddescription
fields to your liking in accordance with the Vintage Story Wiki. - Save the changes and close the
modinfo.json
file; - Open this mod's
statushudcont.zip
file, copy theassets
folder into yourmyiconpack
folder, then close thestatushudcont.zip
file; - You should now have all texture files available in
.../myiconpack/assets/statushudcont/textures/
ready to be modified. Edit one of them to your liking; - When you next launch Vintage Story, make sure that your mod is enabled in the Mod Manager. Your edited icon should now replace the default one. Congratulations, you have created an icon pack!
- Notes:
- While you can create icons of any size, they will utlimately be resized to squares matching the specified size in the configuration file.
- If an icon is missing from your pack, then the default will be used instead.
- In your Mods folder (
VintagestoryData/Mods/
), create a new folder with the name of your choice. In this example, it will be calledmylangtranslation
; - In this new
mylangtranslation
folder, create a file calledmodinfo.json
, and open it in the text editor of your choice; - In this new
modinfo.json
file, enter the following:{ "type": "content", "name": "My Language Translation", "modid": "mylangtranslation", "version": "1.0.0", "authors": ["Your name here"], "description": "This is my Language Translation!", "side": "Client", "dependencies": { "statushudcont": "3.2.0" } }
Note: You can edit thename
,modid
,authors
anddescription
fields to your liking in accordance with the Vintage Story Wiki. - Save the changes and close the
modinfo.json
file; - Download the latest English translation from the source code;
- Translate the right hand English text from English to the language of your choice (Do not translate the left hand text, it is used by the code to grab the correct translation).
- Don't forget to replace the text in "lang-authors" with your name!
- Rename the file to [language code].json (e.g. es.json for Spanish)
- Place the language file under
mylangpack/assets/statushudcont/lang/
- When you next launch Vintage Story, make sure that your mod is enabled in the Mod Manager. Your translation should now be displayed if Vintage Story is set to that language. Congratulations, you have created an translation mod!
- Notes:
- Any missing entries will default back to the English Translation
- Feel free to send me your translation for your language as a Github Issue
Making bug reports / Requesting features
To make my life easier, and to make sure your request / bug is fixed sooner, please rasie an issue on the mod's Github Page.
I get notifed if any issues are raised, and I can track my progress to see what is being made. It also makes sure reports aren't missed in the discussion.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v3.2.2 | 1265 | 2 days ago | Show | statushudcont_3.2.2.zip | Install now | |
v3.2.1 | 1138 | Jan 5th at 10:41 AM | Show | statushudcont_3.2.1.zip | Install now | |
v3.1.1 | 591 | Jan 1st at 6:53 AM | Show | statushudcont_3.1.1.zip | Install now | |
v3.1.0 | 332 | Dec 31st 2024 at 4:36 AM | Show | statushudcont_3.1.0.zip | Install now | |
v3.0.0 | 527 | Dec 31st 2024 at 2:30 AM | Show | statushudcont_3.0.0.zip | Install now | |
v2.1.2 | 3380 | Oct 19th 2024 at 1:47 AM | Show | statushudcont_2.1.2.zip | Install now | |
v2.1.1 | 7908 | Jan 18th 2024 at 11:33 AM | Show | statushudcont_2.1.1.zip | Install now | |
v2.1.0 | 561 | Jan 9th 2024 at 11:10 PM | Show | statushudcont_2.1.0.zip | Install now | |
v2.0.3 | 189 | Jan 9th 2024 at 9:40 AM | Show | statushudcont_2.0.3.zip | Install now | |
v2.0.1 | 224 | Jan 8th 2024 at 11:48 AM | Show | statushudcont_2.0.1.zip | Install now | |
v2.0.0 | 148 | Jan 8th 2024 at 8:16 AM | Show | statushudcont_2.0.0.zip | Install now | |
v1.5.3 | 389 | Jan 6th 2024 at 4:24 AM | Show | statushudcont_1.5.3.zip | Install now | |
v1.5.2 | 125 | Jan 6th 2024 at 3:55 AM | Show | statushudcont_1.5.2.zip | Install now | |
v1.5.1 | 163 | Jan 5th 2024 at 11:12 PM | Show | statushudcont_1.5.1.zip | Install now | |
v1.5.0 | 221 | Jan 5th 2024 at 10:45 AM | Show | statushudcont_1.5.0.zip | Install now |
Is there the ability to add the coordinates x/y/z to the hud?
Could you raise that as an issue on the Mods github page? This is so I don't forget it, as I'll look into it later
Nevermind, I've raise it (https://github.com/Gravydigger/statushud/issues/3)
There seems to be an issue, this mod, along with Self-Recording Thermometer, do not use the correct room temperature. For example, on the same floor, I have a smithing room, as well as my celler room. Both your mod and Self-Recording Thermometer, seem to be using some kind of Y-level based system or something, but does not follow the in-game celler room. You can use the Storage Vessel for example. I'm in my celler, and the food perish speed is in the teens/twenties (0.1-0.3), while a Storage Vessel in my smithing room shows all the stats close to 1.0 (0.9-1.1), or over. Therefore clearly, whether through an API, something isn't correct.
Essentially, I would like this mod to of course use the Y-level temp, but if in some kind of room, such as a celler, or non-celler room, to have the temp be specific to that room, than just the Y-level. If that is possible, which I hope it is.
Anyway, hope you can add something like this. Great mod, nontheless.
Thanks for continuing this great mod!
UA_Shaman I've just added multi-language support to the mod. I've added a guide on how to add a translation in the description
Gravydigger
Is it possible to add month names in another language to the date? How do I do that? Thank you.
@Gravydigger
Just updated to 1.20-rc8, and now it is working fine! Thank you.
AnunnakiNibiru can you see if the issue occures on 1.20-rc.8? rc7 appears to cause issues with mods.
Hi.
After updating from version 1.20 rc6 to version 1.20 rc7, the game crashes immediately after loading a save game when the game world is displayed. When I remove this mod, everything works as it should. Can anyone confirm this? Thanks.
Running on 64 bit Windows 10.0.22631.0 with 65444 MB RAM
Game Version: v1.20.0-rc.7 (Unstable)
03.01.2025 19:42:01: Critical error occurred in the following mod: statushudcont@3.1.1
Loaded Mods: buzzwords@1.7.0, chiseltools@1.14.6, terraprety@6.0.1, game@1.20.0-rc.7, vsimgui@1.1.7, egocaribautomapmarkers@4.0.0, configlib@1.4.1, extrainfo@1.9.4, particlesplus@1.1.0, prospecttogether@1.4.0, RareDenseOres@0.2.6, statushudcont@3.1.1, creative@1.20.0-rc.7, survival@1.20.0-rc.7, waypointtogethercontiued@2.1.2
System.MissingFieldException: Field not found: 'Vintagestory.API.Common.Entities.Entity.Pos'.
at StatusHud.StatusHudDateElement.Tick()
at StatusHud.StatusHudSystem.SlowTick(Single dt) in /home/gravy/git/statushud/statushud/system.cs:line 155
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
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
Gravydigger Thank you! Love this work.
heh, i did not read the comment before mine. ty @Gravydigger
TheRealFlynn Psyborg Compass has now been fixed in latest patch
Great mod. so helpful. tysm. Question, why is East 0 degrees for the compass? shouldn't north be 0 degrees?
Wow it has got so many useful info!
Though... why is the compas pointing East instead of North?
Just an absolutely freaking awesome mod. Thank you for keeping this updated.
Any chance you could let us adjust the positions of these things more easily? Having to type into the coordinate boxes is great for precision adjustments but i just roughly and quickly want to throw them around the screen to see how they look and then finely tune the exact coordinates by hand
Also, negative coordinates, please?
Hi! While Playing on my dedicated server the mod settings button is unresponsive. I'm on game version 1.19.8 and this seems to be only an issue with this mod installed
Any update on 1.20.0-rc.1 compatability?:-)
Looks like someone has patched it here:
https://mods.vintagestory.at/statushudpatch
currently unable to save any changes in the mod menu, the "save" button doesnt react nore is the "save all" button up top even able to be pushed, all settings are restored back to default upon closing and reopening the game, rather annoying to have to reset up my hud every time i boot up the game
All my elements are in place but the text with them has disappeared any one know why or how to get it back.
i cant find any settings that fix it and nothing in .shud help seems to fit. i have no idea what else to try
Savrs B0bb0 I'll probably wait until a release canadate is out before I start working on 1.20
This could happen in the new year! But we need to live now!
KiriRae
Both the listed mods are closed source, so I am unable add indicators to such things.
Also adding indicators for other mods is something I'd be unlikely to do, due to the overhead provided in doing such a thing
Would it be possible to add indicators for things like alchemy potion effects, starving, or poison damage from things like poison oak (wildcraft) and snake bites (primitive survival) and their duration.
1Joachim1Wolfraider Bug is now fixed
Savrs B0bb0 I'll probably wait until a release canadate is out before I start working on 1.20
-The speed control is crashing it (1.20-pre4).
this is a misfortune!
-If you remove the speed control from the config file, it will run.
The problem is that the speed indicator is the most important thing in this mod.
Especially since 1.20 has a huge transport update.
Savrs, Gravydigger,
I did some testing. The speed control is crashing it (1.20-pre4). If you remove the speed control from the config file, it will run.
I also noticed that the compassAbsolute variable no longer aligns the player marker with the compass north. Facing north, and toggling the variable either shows 270 or 90 degrees on the compass. I like having both the compass and the minimap; especially in the snow since it is hard to see your player pointer on the map.
1Joachim1
I had the same problem, turns out rift activity is on a timer, and it needs to run out before it updates. Then it will show on your hud. Give it a day and it should work.
very nise 👍
is there any way to add an icon and text or something to an already existing element from the mod? i've tried to activate the "riftactivity" element and it's just invisible. everything else is by default (text colors, elements of the gui.. haven't touch anything) riftactivity has been set to bottom left corner with a vertical offset of 12 and an horizontal one of 400, which should put it like middle-right part of the bottom left corner. if i manually set it to top/bottom it shows me a "box" that tells me where the icon is (or should be ) but yet the "info" is transparent no matter what i do.
Not sureh ow difficult it is, but it would be great t if the durability element could be made to work with Toolworks tools. Only the lowest durability of the tool parts(head, handle, binding) needs to be displayed since that is when the tool breaks.
ForeverChrysalis
you need config lib and imgui. Then you can hit escape and click the mod config button. the key bind is changable, the name you are looking for is "(Config lib) open configs window" at the very bottom in debug and macros.
Linrox
No, it still crashes for me.
I don't seem to be able to get the UI open. P does nothing. Shouldn't the key be remappable anyways..?
Has the issue that GON raised, "crashing if rifts disabled" been fixed???
Gravydigger Any word on compatibility with 1.19.7 or if that is in the works? This looks great and doesn't clutter up your screen either!
OpPointBaker
I want this as well, been trying to figure out where the data is stored to have it displayed on screen.
Very nice mode, thank you for that.
Hey, just having some issues with the GUI Editing feature, the mouse seems to be offset making modifying the HUD a real pain. Is there something im missing or installed incorrectly? Thanks.
Gravydigger@
Thank you for the rift activity widget. Very useful. Any way to turn off the timer that comes with it?
Gravydigger
Sorry, didn't really see that. Thank you. It is very nice to see that the author of the mod communicates with the players who use his mod. Keep doing this in the future
BarenAD Sadly I do not have the time currently to delve too deep into why this is happening, as cross compatability between other mods can be rather rough to diagnose. I'll be unlikely to look into this for quite some time
Iver I'd be suprised if it wasn't compatible; minor released don't have major API changes that break things
Sp0wN I've already provided a non-gui version if you look at the comments below, but I've added a direct link in the mod description. Enjoy!
Gravydigger
There is a small problem with the mod for multiplayer servers. Previously, the mod was independent and was a client mod that players installed in the mod deck. Now you need to install two more mods on the server machine in order for your mod to work properly. I have been using your mod since its release. I really like it, but unfortunately I will refuse, because for the sake of my comfort, I will not install additional mods. Is there any way to solve this issue?
Is it compatible with 1.19.3 Gravydigger?
Gravydigger
hi! I found compatibility issues with the following mods: PlayerList with Status Hud Continued. See youtube video for full demonstration: https://youtu.be/Pyw7uC9bpmg
In short: in the presence of both mods and when a player is excluded, a crash occurs. But if you open the inventory, there is no problem. This is especially critical when using a the mod FairPlayGuardian because players are excluded for mods, but they crumble and cannot understand the problem.
I do not know what the problem is, so I informed both authors about it :)
Logs
Thank you for for the non-gui version. Tried and adopted.
Great mod and replaced the simple clock mod for me. I have one critique though: The rift activity icons...
I have honestly no idea what I'm looking at and what icon represents what level of activity. It would be great to maybe have at least a screenshot on the modpage here that shows each icon and its corresponding activity.
Can I request that fucntionallity be added to the mod? Specificly I would like to have an element that says what the rainfail for the current location is. [i.e. very rare, rare, uncommon, common, very common, almost all the time, etc.] Either as a numeric value that the game uses internally or as a text/icon output. Like how you have weather state displayed.
Thank you. I am enjoying the mod so far. 😍
Saricane
I've made a non-gui version on the Git-hub releases page, which you can find here. Note that testing and updates will not be as frequent as the GUI version, as well as support being limited.
Hope this helps
Hi Gravydigger and thanks for continuing this super mod. I just would like to use it in CLI mode only, without installing the GUI dependancies. Is this possible ? I made a test and cannot use .shud command.
SunshineFaith
This mod has been developed and tested to work on any multiplayer server. As the mod is client-sided, it does not need to be installed on the server.
Will this mod work on a multiplayer hosted server?
Thank you for taking the burden and continuing this lovely mod.
Vilderos after downloading the dependencies ingame, i had no issues
cant get this mod to work now, missing dependencies, even tho I have configlib installed :(
Runovaris
While I don't see a reason why it won't work, you might need to do some fiddling due to the dependancies for the config GUI interface to get it to work.
Officially I will not be supporting any 1.18.x version.
GravydiggerThank you so much for adding rift activity. I can't play the RC yet, but looking forward to playing on the release.
Does this work for older versions, specifically 1.18.15? The original mod only supports up to 1.18.9.
Mod seems to be broken in today's 1.19-RC7 build. There's no error messages or anything the game just acts as if the mod is not installed. I am using the most recent versions of configlib(0.3.3) and imgui(0.3.2). I tried rolling back to the previous versions of both StatusHUD and the two dependancies and got the same result. Rolling back the game client to the RC6 build did restore functionality.
EDIT: The RC8 build seems to have fixed the problem and mentioned a tweak to fix mod compatibility so the problem was with the game patch and not with the mod.
Gravydigger Thank you! I also raised it with Maltiez. I had let the client pickup the dependencies. The configlib had an older version of IMGui specified. Downloading the latest version of IMGui fixed it.
This looks great! So much easier to adjust now! Thanks for the awesome mod!
B0bb0
Its an issue with configlib and not something I can fix.
Also the config from previous version should be entirely compatable with this version, as the config window only does what the commands do, just in a more friendly, real-time manner.
@CilyMe I have that on 1.18 I think it's either extra overlays or Hud CLock maybe Better Firepit? I can move over or cursor over anything cooking , crafting and it tells me the time remaining .
Hello, just installed 'status hud continued' v2.0.1 and the associated 'config lib' and 'vsimgui' mods in 1.19-rc6. When pressing 'p' to open the config, a window appears with the text "Config lib: cursor unlock" in the header. The client log shows what looks like a hardcoded path. Note: I have the original 'status hud' config. I can provide it if needed. Thanks!
8.1.2024 18:27:07 [Error] [configlib] An exception was thrown when trying to start the mod:
8.1.2024 18:27:07 [Error] [configlib] Exception: Could not load type 'VSImGui.Style' from assembly 'VSImGui, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. at ConfigLib.ConfigWindow..ctor(ICoreClientAPI api) at ConfigLib.GuiManager..ctor(ICoreClientAPI api) in D:\Projects\Firearms\configlib\configlib\src\GUI\GuiManager.cs:line 27 at ConfigLib.ConfigLibModSystem.AssetsFinalize(ICoreAPI api) in D:\Projects\Firearms\configlib\configlib\src\ContentSettingsModSystem.cs:line 47 at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 654
8.1.2024 18:27:07 [Error] Failed to run mod phase AssetsFinalize for mod ConfigLib.ConfigLibModSystem
CilyMe
This mod doesn't not have that functionallity, and there are no plans to implement such a thing into this mod, sorry.
Looks like a great mod, I will have to give it a go! I read the description and didn't see it, but does it, or can it, diaplay the remaining time for certain things such as pit kilns? I used to mave a mod that displayed this but don't any more, and the HUD Clock mod I'm currently using doesn't have it. Thanks!
Could hud also show temperature inside room if you are in one?
Bughaw
Rift activity is now a new element. Enjoy!
Gravydigger
Author of the original mod will no longer work on it? Have you decided to pursue his case? It's good.
I wanted to suggest adding ping to the HUD for multiplayer server players.
rift activity?