There's no preset for it because it's not an exact science (toolbar placement depends on screen size and UI scale), but you can do it yourself by choosing the Custom preset and changing the X and Y values! My screen is 1920x1080 and the position I used here was X=1360 Y=970:
I just wanted to ask if you could add some customization options or a way to make it customizable, if it's possible and if you have time. I was mostly thinking about making the box the same size and style as the toolbar, so I could put it right next to it
Here is a quick (and ugly) representation of what I mean:
Love that you added this and was wondering if maybe you could add something similar for the Survivalistic mods Hunger/Thirst bars so I could put them on the left of the toolbar and disable the normal bars.
Addendum: If you could maybe put the Hunger/Thirst Icons on the right side of the numbers so it kinda fits in with the toolbar from the left a bit better imo (and my ocd/adhd would appreciate it) that would be nice.
Kinda curious if since you already had the box coded for Health/Stamina if it was easier to just repurpose that code and just pull the Survivalistic Hunger/Thirst data over to a new box?
That's kinda why I asked you first instead of them.
Mostly yes, although I had to refactor the code to support multiple boxes (and configuration for them). From now on adding new boxes should take two minutes.
love love love this mod but i find the colours a little bit too hard to read even if they'd be incredibly helpful, i installed it to make sure i always knew when to back off and heal in combat but some of the colour options are a bit too light. would you consider adding in darker options? or the ability to customise the colour when they reach different stages? for example, black/orange/ dark red? other than that, i have zero complaint abt this mod it is incredibly useful. thank you!!
I was afraid that would happen, even differences between screens can make text unreadable for someone when it's fine for the other person. I've added color customization in 1.2.0, it's a bit clunky since it requires hex codes but it works!
if you're willing to add another dependency into the mod, GMCM Options has a color picker that could potentially be a less clunky alternative to the hex codes!
I thought of doing that, but decided against it because I don't want to force people to download a mod they might not even use and I don't think many people already have it installed </3
I know about Numerical Health and Display Player Stats, but for those either the author is not active or they lack features, so would it be possible for an option to hide the background? Also, if possible hide the original bars?
Hiding the original bars would be a whole other mod, that I might or might not make someday. But yes, I can add an option to hide the background! Just give me a day or two and I'll add it
Wow, I wasn't aware hiding the bars would be such a hassle. Maybe HUD Customizer will add this option... Anyway, thank you so very much for the hasty response and willingness to accommodate our needs!
Ooh, I hadn't heard of this mod, I'm looking forward to future updates! It does sound like the bars will be a part of the mod, so I hope it comes soon! Background removal has been added in 1.2.0, it looked weird with the text shadow so I also added an option to remove it:
It's probably a false positive due to the way script mods work in Stardew Valley (using .dll files), but I've had it happen because of Nexus. You could try downloading from my GitHub releases (ignore the source code files)
Is it possible to add a hot key to make it disappear for awhile? While I love that it always shows, I don't love that it shows during event cutscenes haha. I would love to add a hotkey to disable to for cutscenes only just so I don't have it distracting me. Otherwise though, I love this mod and the idea behind it, I like seeing everything at a glance!
33 comments
but can I place it next to the toolbar as on the picture?
that will work for me :D our screen size matches :)
First, thanks for the mod, I really enjoy it!
I just wanted to ask if you could add some customization options or a way to make it customizable, if it's possible and if you have time.
I was mostly thinking about making the box the same size and style as the toolbar, so I could put it right next to it
Here is a quick (and ugly) representation of what I mean:
Thank you again!
Thanks.
Addendum: If you could maybe put the Hunger/Thirst Icons on the right side of the numbers so it kinda fits in with the toolbar from the left a bit better imo (and my ocd/adhd would appreciate it) that would be nice.
Again thanks for looking into it.
Kinda curious if since you already had the box coded for Health/Stamina if it was easier to just repurpose that code and just pull the Survivalistic Hunger/Thirst data over to a new box?
That's kinda why I asked you first instead of them.
Here you can see the energy numerical value is less and has the H icon in front of it:
I'm locking this post so OP won't keep getting unrelated notifications.
Thank you for your hard work.
string str2 = new string((ReadOnlySpan<char>) (((int) Math.Max(0.0f, (float) currentHealth)).ToString() + "/" + maxHealth.ToString()));
float messageWidth = 24f + Math.Max(Game1.smallFont.MeasureString(str1 ?? "").X, Game1.smallFont.MeasureString(str2 ?? "").X);
Vector2 positionFromConfig = this.GetPositionFromConfig(messageWidth);
b.Draw(Game1.mouseCursors, new Vector2(positionFromConfig.X, positionFromConfig.Y), new Rectangle?(new Rectangle(323, 360, 6, 24)), Color.op_Multiply(Color.White, 1f), 0.0f, Vector2.Zero, 4.5f, (SpriteEffects) 1, 1f);
b.Draw(Game1.mouseCursors, new Vector2(positionFromConfig.X + 24f, positionFromConfig.Y), new Rectangle?(new Rectangle(319, 360, 1, 24)), Color.op_Multiply(Color.White, 1f), 0.0f, Vector2.Zero, new Vector2(messageWidth, 4.5f), (SpriteEffects) 0, 1f);
b.Draw(Game1.mouseCursors, new Vector2(positionFromConfig.X + 24f + messageWidth, positionFromConfig.Y), new Rectangle?(new Rectangle(323, 360, 6, 24)), Color.op_Multiply(Color.White, 1f), 0.0f, Vector2.Zero, 4.5f, (SpriteEffects) 0, 1f);
positionFromConfig.Y += 28f;
positionFromConfig.X += 48f;
b.Draw(Game1.mouseCursors, Vector2.op_Addition(positionFromConfig, new Vector2(-12f, 16f)), new Rectangle?(new Rectangle(16, 411, 16, 16)), Color.op_Multiply(Color.White, 1f), 0.0f, new Vector2(8f, 8f), 1f, (SpriteEffects) 0, 1f);
List<Color> textColors1 = this.GetTextColors(this.Config.HealthColorMode);
Color textColor1 = new ColorValues(textColors1[0], textColors1[1], textColors1[2]).GetTextColor((float) (currentHealth / maxHealth));
Utility.drawTextWithShadow(b, str2 ?? "", Game1.smallFont, positionFromConfig, textColor1, 1f, 1f, -1, -1, 1f, 3);
positionFromConfig.Y += Game1.smallFont.MeasureString(str2 ?? "").Y - 8f;
b.Draw(Game1.mouseCursors, Vector2.op_Addition(positionFromConfig, new Vector2(-12f, 16f)), new Rectangle?(new Rectangle(0, 411, 16, 16)), Color.op_Multiply(Color.White, 1f), 0.0f, new Vector2(8f, 8f), 1f, (SpriteEffects) 0, 1f);
List<Color> textColors2 = this.GetTextColors(this.Config.StaminaColorMode);
Color textColor2 = new ColorValues(textColors2[0], textColors2[1], textColors2[2]).GetTextColor(currentStamina / (float) maxStamina);
Ut