Mods / SlowTox visualizer

Tags:
Alcohol visual UI
Author:
Teotale
Side:
Both
Created:
May 3rd at 7:04 AM
Last modified:
3 days ago
Downloads:
1235
Follow Unfollow 60
Recommended download (for Vintage Story 1.22.0 - 1.22.2):
slowtoxvisualized_1.1.10.zip  1-click install

 

SlowTox Visualized

Clear intoxication and effect statuses for SlowTox.

Public release stack: SlowTox Visualized 1.1.7 + Player Status HUD 1.2.0+

Required dependencies: SlowTox + Player Status HUD. Without both, this mod will not work.
What this mod adds
  • Shows intoxication as a readable status icon (hidden at zero value).
  • Publishes active SlowTox effects as hoverable status icons with tooltips.
  • Uses Player Status HUD rendering so all status mods share one strip.
At a glance
In-game example screenshot for SlowTox Visualized Animated HUD preview for SlowTox Visualized

In-game example screenshot.

FAQ

Why is nothing visible after install?

Most often one required dependency is missing. Install/enable both SlowTox and Player Status HUD.

Why does intoxication icon disappear?

It is shown only when intoxication is above zero. At zero it is hidden by design.

Can I customize layout?

Yes, edit VintagestoryData/ModConfig/slowtoxvisualized-hudlayout.json. Use the HUD wizard via Ctrl+F8 for visual positioning.

Does this replace Player Status HUD?

No. SlowTox Visualized provides status data; Player Status HUD renders the strip.

Troubleshooting in 10 seconds
  • No icons: check 3 enabled mods (SlowTox + Player Status HUD + SlowTox Visualized).
  • Wrong position: open wizard with Ctrl+F8 and save layout.
  • Weird/old assets: re-copy latest mod files.
  • After lang/assets updates: do a full client restart.

Official server

Teotale Vintage Story Server

SlowTox Visualized was built for the Teotale server ecosystem, where these status mechanics are part of core gameplay.

Join the community, read server rules, and start your next long-term world at www.teotale.com.

Made for Teotale • Tested on Teotale • Play on Teotale

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.1.10 slowtoxvisualized
1.22.0 - 1.22.2
278 3 days ago slowtoxvisualized_1.1.10.zip 1-click install

SlowTox Visualized - Changelog

Release 1.1.10

Patch release after public 1.1.9: crash-relog stale status fix plus release-history cleanup.

Fixed
  • Fixed stale negative Slow status sticking after crash/hard exit: stale walkspeed:intoxicated is now suppressed when actual intoxication is 0.
Changed
  • Cleaned up changelog history after repository split by removing duplicated compatibility-only records.
  • Release artifacts are aligned to a single public version line 1.1.10 (mod metadata, markdown history, and HTML changelog).
1.1.9 slowtoxvisualized
1.22.0 - 1.22.2
336 May 8th at 12:50 PM slowtoxvisualized-v1.1.9-moddb.zip 1-click install

 

SlowTox Visualized - 1.1.9

Release date: 2026-05-08

Public patch release after ModDB baseline 1.1.8.

Highlights

  • Fix: synced first-frame status icon animation behavior.
  • Clean-code: consolidated effect icon mapping and tooltip/effect calculations.
  • Poison math now uses one source of truth in SlowToxHudDefaults.
  • Build stability: added Vintage Story DLL path fallback for IDE environments.

Install / Update Notes

  • Replace contents of Mods/slowtoxvisualized/ with this package (flat copy).
  • Confirm version 1.1.9 in the in-game mod list.
  • If assets/lang changed, perform a full client restart.

Full history: docs/CHANGELOG.md.

1.1.8 slowtoxvisualized
1.22.0 - 1.22.2
126 May 7th at 12:21 PM slowtoxvisualized-v1.1.8-moddb.zip 1-click install

 

SlowTox Visualized - 1.1.8

Release date: 2026-05-07

Highlights

  • Major baseline release aligned to the public compatibility line with Player Status HUD 1.0.0+.
  • Release artifacts normalized for a single public version line: mod metadata, archive naming, and changelog HTML.
  • No gameplay/runtime behavior changes in SlowTox Visualized code for this release.

Install / Update Notes

  • Use matching versions in your mod stack and verify that slowtoxvisualized 1.2.0 is loaded in-game.
  • Dependency target in modinfo.json: playerstatusstrip 1.0.0.

Changelog markdown: SlowToxVisualized/docs/CHANGELOG.md.

1.1.7 slowtoxvisualized
1.22.0 - 1.22.2
56 May 6th at 10:46 PM slowtoxvisualized-v1.1.7-moddb.zip 1-click install

 

SlowTox Visualized - 1.1.7

Release date: 2026-05-08

Important: Install Player Status HUD 0.1.33 (or newer) for matching strip defaults. Minimum 0.1.28 for repeat-session hotkey fix; 0.1.30 fixes chat notifications for .striplayout list (Vtml).

Maintenance release: aligned default HUD layout for new installs (top-right anchor, icon size, vertical offset, mock raw value) and a parser fix so DialogArea: RightTop in slowtoxvisualized-hudlayout.json is honored. Existing ModConfig files are not overwritten.

Highlights (1.1.5 – 1.1.7)

  • 1.1.5: default StatusIconSize 46 px for new slowtoxvisualized-hudlayout.json.
  • 1.1.6: default DialogArea RightTop; ParseDialogArea now recognizes RightTop (previously fell through to CenterBottom).
  • 1.1.7: default DialogOffsetY 8; default MockIntoxicationRaw 0.1 when mock is enabled. Pair with Player Status HUD 0.1.33+ for the same anchor offset on the strip.

Compatibility

Dependencies: game: *, slowtox: *, playerstatusstrip: * (recommended 0.1.33; minimum 0.1.28 for F8/hotkey lifecycle).

Install / Update Notes

  • Update both slowtoxvisualized and playerstatusstrip mod folders.
  • Verify versions 1.1.7 and 0.1.33 in the mod list; press F9 after editing slowtoxvisualized-hudlayout.json.

Changelog markdown: docs/CHANGELOG.md in the repository.

1.1.4 slowtoxvisualized
1.22.0 - 1.22.2
22 May 6th at 9:40 PM slowtoxvisualized-v1.1.4-moddb.zip 1-click install

 

SlowTox Visualized - 1.1.4

Release date: 2026-05-07

Important: Install Player Status HUD 0.1.29 (or newer). For the menu-cycle fix you need at least 0.1.28; 0.1.29 adds .striplayout list for layout key help.

Patch release verified in-game: intoxication and other SlowTox strip statuses remain after exiting to the main menu and joining a world again — no full client restart required when paired with an updated Player Status HUD.

Highlights

  • F9 layout reload: hotkey is registered only if slowtoxvisualized_reloadlayout is not already present — avoids StartClientSide failure on repeat world loads.
  • Provider lifecycle: SlowTox provider unregisters on LeftWorld and re-registers on LevelFinalize so the strip stays wired to the current session.
  • Use together with Player Status HUD 0.1.28+ (F8 / lifecycle). HUD 0.1.29: .striplayout list documents all chat-editable layout keys.

Fixes

  • Resolved duplicate hotkey crash on second session (same root cause as Player Status HUD F8).
  • Resolved missing strip content until client restart when returning from main menu.

Compatibility

Dependencies: game: *, slowtox: *, playerstatusstrip: * (recommended 0.1.29; minimum 0.1.28 for repeat session hotkey fix).

Install / Update Notes

  • Update both slowtoxvisualized and playerstatusstrip mod folders.
  • Verify versions 1.1.4 and 0.1.29 (or at least 0.1.28) in the mod list; press F9 after editing slowtoxvisualized-hudlayout.json if needed.

Changelog markdown: docs/CHANGELOG.md in the repository.

1.1.1 slowtoxvisualized
1.22.0 - 1.22.2
55 May 6th at 3:40 PM slowtoxvisualized_1.1.1.zip 1-click install

 

SlowTox Visualized - 1.1.1

Release date: 2026-05-06

Important: this version now requires an additional library: Player Status HUD (alongside SlowTox). Without it, SlowTox Visualized will not work.

Stability and release-quality update for the Status HUD provider integration: icon sourcing is now strictly production-safe, and intoxication visibility is cleaner.

Highlights

  • Status icons are now resolved only from SlowTox Visualized production assets.
  • Neutral intoxication status no longer appears when value is zero.
  • Release docs now explicitly separate production icons from dev/mock assets.

Added / Improved

  • Updated landing page copy to match current provider-based architecture.
  • Clarified runtime behavior for intoxication status visibility in user-facing docs.
  • Prepared standalone HTML changelog for ModDB release publishing flow.

Fixes

  • Fixed icon mapping to avoid accidental usage of Player Status HUD mock icon paths.
  • Prevented empty intoxication status slot at zero intoxication values.
  • Reduced release ambiguity by documenting production-vs-mock icon ownership.

Compatibility

Vintage Story + SlowTox supported versions: see mod page metadata.
Dependencies: slowtox, playerstatusstrip

Install / Update Notes

  • Install/update both dependencies before launching world tests.
  • After replacing files, press F9 in-game to reload layout config.

SlowTox Visualized now acts as a focused gameplay status provider while Player Status HUD stays the shared rendering layer.

1.0.3 slowtoxvisualized
1.22.0 - 1.22.2
158 May 4th at 12:39 PM slowtoxvisualized_1.0.3.zip 1-click install

 

SlowTox Visualized - 1.0.3

Release date: 2026-05-04

This update fixes first-frame HUD animation sync for status icons and improves release workflow hygiene for local workspace files.

Highlights

  • Fixed status-strip icons rendering at zero scale on first visible frame.
  • Popup animation now starts in sync with the first visible render frame.
  • Mod version bumped to 1.0.3.

Added / Improved

  • Intro animation initialization now seeds active status kinds before first render.
  • Initial popup progress is derived from frame delta to avoid first-frame visual dropouts.
  • Release package updated to reflect new mod version.

Fixes

  • Fixed first-frame status icon popup scale evaluating to zero during intro sync.
  • Fixed one-frame startup mismatch between status visibility and popup animation state.
  • Fixed local workspace noise by excluding machine-specific editor settings from release-focused commits.

Compatibility

Game version: as declared in mod metadata.
Dependency: SlowTox

Install / Update Notes

  • Replace existing mod files with the contents of the 1.0.3 release archive.
  • Restart the client and verify version 1.0.3 in the in-game mod list.

Thanks for testing and feedback - this release focuses on HUD polish and first-frame animation reliability.

1.0.2 slowtoxvisualized
1.22.0 - 1.22.2
68 May 3rd at 6:52 PM slowtoxvisualized_1.0.2.zip 1-click install

 

SlowTox Visualized - 1.0.2

Release date: 2026-05-04

This release improves naming consistency, dependency clarity, and diagnostics around the gear SVG asset pipeline.

Highlights

  • Unified naming to SlowTox across metadata and project text.
  • Improved `gear.svg` diagnostics with clearer warning paths.
  • Version bumped to 1.0.2.

Added / Improved

  • Dependency naming and project-facing text now consistently use SlowTox.
  • Updated release-facing wording to align with current mod naming conventions.
  • General release hygiene improvements around asset/error messaging.

Fixes

  • Split `gear.svg` warning scenarios: missing asset vs SVG rasterization failure.
  • Reduced ambiguity in logs when only DLL is copied without full assets.
  • Improved troubleshooting clarity for gear rendering issues.

Compatibility

Game version: as declared in mod metadata.
Dependency: SlowTox

Install / Update Notes

  • Install this version over previous files, including assets (not DLL only).
  • Restart client and verify version 1.0.2 in the mod list.

This release focuses on consistency and better diagnostics for real-world deployment scenarios.

1.0.1 slowtoxvisualized
1.22.0 - 1.22.2
92 May 3rd at 2:49 PM slowtoxvisualized_1.0.1.zip 1-click install

 

SlowTox Visualized - 1.0.1

Release date: 2026-05-04

This update switches default HUD logic to production behavior by reading live player intoxication unless mock mode is explicitly enabled.

Highlights

  • Default HUD mode now uses real `intoxication` from the player entity.
  • Mock override remains available for screenshots/debug workflows.
  • Version bumped to 1.0.1.

Added / Improved

  • Production-safe default: `UseMockIntoxicationOverride = false`.
  • Preserved optional mock controls in `slowtoxvisualized-hudlayout.json`.
  • Improved confidence that default HUD reflects actual gameplay state.

Fixes

  • Fixed default behavior where HUD could rely on mock intoxication instead of live player stats.
  • Reduced mismatch risk between debug screenshots and real in-game state.
  • Ensured mock mode remains opt-in, not implicit.

Compatibility

Game version: as declared in mod metadata.
Dependency: SlowTox

Install / Update Notes

  • Update mod files as usual; no manual migration is required.
  • If you previously used mock mode, verify your `slowtoxvisualized-hudlayout.json` settings.

This release aligns default HUD behavior with real gameplay while keeping debug tools available.

1.0.0 slowtoxvisualized
1.22.0 - 1.22.2
43 May 3rd at 7:45 AM Release Retracted

Retraction Reason:

Mod-breaking bug 

Changelog:

Release


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

traugdor, 3 days ago

Your link for playerstatushud in the mod description is wrong. :P 

Grym7er, May 8th at 8:52 AM

I took a look at the code repo, and I'd like to echo what Heebeejeebees said. Very impressive agentic coding tooling setup, and clearly a highly experienced dev. I'll definitely be able to learn a ton of things from your repo! :D

Teotale , May 8th at 9:37 AM
@Grym7er: I took a look at the code repo, and I'd like to echo what Heebeejeebees said. Very impressive agentic coding tooling setup, and clearly a highly experienced dev. I'll definitely be able to learn a ton of things from your repo! :D

I hope this isn't an accusation that the AI is doing everything for me 😅

Agent tooling saves me a lot of time on research, log triage, and routine tasks (docs/changelog upkeep, build-deploy loops, release checks).
Thanks to that, I can keep developing mods alongside my full-time job, content creation, streaming, and maintaining a Vintage Story server

Grym7er, May 8th at 9:51 AM (modified May 8th at 9:54 AM)
@Teotale: I hope this isn't an accusation that the AI is doing everything for me 😅Agent tooling saves me a lot of time on research, log triage, and routine tasks (docs/changelog upkeep, build-deploy loops, release checks).Thanks to that, I can keep developing mods

No not at all, and sorry if it came across that way. I just meant that you clearly know how to use coding agents the proper way (i.e not prompt, forget, and the AI does the rest), and I want to see which parts of how you setup your workflow can extend to my own development workflow to be more efficient (I also use cursor), without actually resorting to vibe coding (because I'm not a dev with 6+ YoE, so I actually really do need to learn and figure out how to code things properly, even the menial things).

Edit: Also another reason I wasn't accusing you: I have access to all the same AI tools as you, but the difference between what you've done and what I've managed to do in my own code is so significant that there is absolutely no way that it comes down to 'he prompted better than I did', ergo, you actually know what's up.

Chumber, May 8th at 12:43 AM

Getting thousands of warning lines per second in client-main after drinking, either from this or the library

 

Crash Report
7.5.2026 17:42:28 [Warning] Translation string format exception thrown for: "<font color="#cfcfcf"><b>HP regeneration</b></font> {0:0.####} HP per second."
Args were:
7.5.2026 17:42:28 [Error] Exception: Index (zero based) must be greater than or equal to zero and less than the size of the argument list.
at System.String.FormatHelper(IFormatProvider provider, String format, ReadOnlySpan`1 args)
at System.String.Format(String format, Object[] args)
at Vintagestory.API.Config.TranslationService.TryFormat(String value, Object[] args) in VintagestoryApi\Localization\TranslationService.cs:line 227
Teotale , May 8th at 1:23 AM
@Chumber: Getting thousands of warning lines per second in client-main after drinking, either from this or the library Crash Report 7.5.2026 17:42:28 [Warning] Translation string format exception thrown for: "<font color="#cfcfcf"><b>HP regeneration</b></font> {0:0
Chumber, May 8th at 8:22 AM
@Teotale: Could you tell me which mod version this error reproduces on?Please share the exact version shown in your in-game mod list (for SlowTox Visualized, and Player Status HUD too if installed).

Visualizer 1.1.8, HUD 1.0.0. Everything works fine, it just spits tons of those out the entire time a player is intoxicated.

Heebeejeebees, May 3rd at 7:43 PM (modified May 3rd at 7:44 PM)

You need to break this out into a library which only provides code, and author a separate mod which makes use of such library, now.

I apologise for the insistiance, but this seems like a damn good base for other mods to work on top of. Somebody doing a "Zombie Story" server as a total conversion that makes the game work more like Project Zomboid, let's say as an example would want their own content to put atop a library based on this so "Moodles" appear on the top-right, and use similar iconography as from the game they're aping. Or, just general stats from vanilla, those would be cool too.

Consider it.

Heebeejeebees, May 4th at 3:19 AM (modified May 4th at 3:34 AM)
@Teotale: That's a great idea. I'll brainstorm this topic soon. I understand your concept and see the potential in this approach. Thanks for the idea! 🤯

My plan for this would be to keep this up for the time being, at least to keep the general idea available, but then draft content to provide the base library which provides the functional back-end code for stat-tracking, draft too a general stats addition to go on top of the library, then once both drafts are prepared, publish all three at once with the page content about necessity of a library prepared to author the moment VS Mods says the library this may soon rely upon is live.

If you want to further break things down  and have another work for it, a separate aesthetics mod could enable the user to define how they want to represent the stats — bars, radials, colours, etc. so they can have it how they want. The load order would then be the back-end "Function" library for providing general stat-tracking, the "Form" library which represents how the content is to show, and the content depending on the "Function" library which will take to whatever form a user wishes.

That is of course, after you confirm to yourself locally the mods work. Coordinate it well-enough and the pain of change should be minimal.

traugdor, 3 days ago
@Teotale: That's a great idea. I'll brainstorm this topic soon. I understand your concept and see the potential in this approach. Thanks for the idea! 🤯

I concur... if you do this, I have a mod in the works that could make immediate use of such a library!

Heebeejeebees, May 8th at 3:02 AM (modified May 8th at 4:36 AM)
@PapitoPapz: BRO IS A ELITE GENIUS WITH PROJECT ZOMBOID

You could say, it's elite ball knowledge.

Jokes aside it was just an idea to represent statuses, from a game which displays them abundantly.

Teotale , May 3rd at 3:07 PM (modified May 3rd at 3:08 PM)

Teotale

True to the genre, I managed to introduce a bug in version 1.0.0 that completely breaks the mod :)

I've uploaded a new release of the working mod

Undescut, May 3rd at 12:23 PM

good mod thanks

Krzysiek1410, May 3rd at 8:12 AM

Thanks for the mod it is great!

Teotale , May 3rd at 12:04 PM
@Krzysiek1410: Thanks for the mod it is great!

This is the first mod I've ever created, and you've just left my very first comment - congratulations! 😁

Heebeejeebees, May 7th at 6:56 AM
@Teotale: This is the first mod I've ever created, and you've just left my very first comment - congratulations! 😁

This might had been your first mod, but your mod pages smack of experience in software development. Either your LLM tooling is slick-as, or you're a wizard in disguise. Either way, thanks for taking my consideration seriously enough for authoring a separate mod which provides basal functions for other, equally-experienced developers to work on top of.

Teotale , May 7th at 7:50 AM
@Heebeejeebees: This might had been your first mod, but your mod pages smack of experience in software development. Either your LLM tooling is slick-as, or you're a wizard in disguise. Either way, thanks for taking my consideration seriously enough for authoring a separa

The answer is simple: I'm actually an experienced developer with 6+ years of commercial experience in various software. On top of that, I’m an interface designer with just as much experience as I have in development 💥 🤯