Mods / SlowTox visualizer
- Tags:
- Author:
- Teotale
- Side:
- Both
- Created:
- May 3rd at 7:04 AM
- Last modified:
- 3 days ago
- Downloads:
- 1235
- Follow Unfollow 60
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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+
- 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.
In-game example screenshot.
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.
- 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.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.1.10 | slowtoxvisualized | 278 | 3 days ago | slowtoxvisualized_1.1.10.zip | 1-click install | ||
SlowTox Visualized - ChangelogRelease 1.1.10 Patch release after public 1.1.9: crash-relog stale status fix plus release-history cleanup. Fixed
Changed
| |||||||
| 1.1.9 | slowtoxvisualized | 336 | May 8th at 12:50 PM | slowtoxvisualized-v1.1.9-moddb.zip | 1-click install | ||
|
SlowTox Visualized - 1.1.9Release date: 2026-05-08 Public patch release after ModDB baseline 1.1.8. Highlights
Install / Update Notes
Full history: | |||||||
| 1.1.8 | slowtoxvisualized | 126 | May 7th at 12:21 PM | slowtoxvisualized-v1.1.8-moddb.zip | 1-click install | ||
|
SlowTox Visualized - 1.1.8Release date: 2026-05-07 Highlights
Install / Update Notes
Changelog markdown: | |||||||
| 1.1.7 | slowtoxvisualized | 56 | May 6th at 10:46 PM | slowtoxvisualized-v1.1.7-moddb.zip | 1-click install | ||
|
SlowTox Visualized - 1.1.7Release 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 Highlights (1.1.5 – 1.1.7)
Compatibility Dependencies: game: *, slowtox: *, playerstatusstrip: * (recommended 0.1.33; minimum 0.1.28 for F8/hotkey lifecycle). Install / Update Notes
Changelog markdown: | |||||||
| 1.1.4 | slowtoxvisualized | 22 | May 6th at 9:40 PM | slowtoxvisualized-v1.1.4-moddb.zip | 1-click install | ||
|
SlowTox Visualized - 1.1.4Release 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
Fixes
Compatibility Dependencies: game: *, slowtox: *, playerstatusstrip: * (recommended 0.1.29; minimum 0.1.28 for repeat session hotkey fix). Install / Update Notes
Changelog markdown: | |||||||
| 1.1.1 | slowtoxvisualized | 55 | May 6th at 3:40 PM | slowtoxvisualized_1.1.1.zip | 1-click install | ||
|
SlowTox Visualized - 1.1.1Release 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
Added / Improved
Fixes
Compatibility Vintage Story + SlowTox supported versions: see mod page metadata. Install / Update Notes
SlowTox Visualized now acts as a focused gameplay status provider while Player Status HUD stays the shared rendering layer. | |||||||
| 1.0.3 | slowtoxvisualized | 158 | May 4th at 12:39 PM | slowtoxvisualized_1.0.3.zip | 1-click install | ||
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SlowTox Visualized - 1.0.3Release 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
Added / Improved
Fixes
CompatibilityGame version: as declared in mod metadata.Dependency: SlowTox Install / Update Notes
Thanks for testing and feedback - this release focuses on HUD polish and first-frame animation reliability. | |||||||
| 1.0.2 | slowtoxvisualized | 68 | May 3rd at 6:52 PM | slowtoxvisualized_1.0.2.zip | 1-click install | ||
|
SlowTox Visualized - 1.0.2Release date: 2026-05-04 This release improves naming consistency, dependency clarity, and diagnostics around the gear SVG asset pipeline. Highlights
Added / Improved
Fixes
CompatibilityGame version: as declared in mod metadata.Dependency: SlowTox Install / Update Notes
This release focuses on consistency and better diagnostics for real-world deployment scenarios. | |||||||
| 1.0.1 | slowtoxvisualized | 92 | May 3rd at 2:49 PM | slowtoxvisualized_1.0.1.zip | 1-click install | ||
|
SlowTox Visualized - 1.0.1Release 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
Added / Improved
Fixes
CompatibilityGame version: as declared in mod metadata.Dependency: SlowTox Install / Update Notes
This release aligns default HUD behavior with real gameplay while keeping debug tools available. | |||||||
| 1.0.0 | slowtoxvisualized | 43 | May 3rd at 7:45 AM | Release Retracted | |||
Retraction Reason:Mod-breaking bug Changelog:Release | |||||||
Your link for playerstatushud in the mod description is wrong. :P
My bad, fixed 💀
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
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.
Getting thousands of warning lines per second in client-main after drinking, either from this or the library
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
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.
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.
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.
I concur... if you do this, I have a mod in the works that could make immediate use of such a library!
https://mods.vintagestory.at/playerstatusstrip
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
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
good mod thanks
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! 😁
Yay!
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.
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 💥 🤯
It looks like! I have 15+ years of dev experience and I recognize what you're doing here. Can't be bothered to replicate it tho. haha