Gain multiplier on each bar
when something scales how much a stat gains, the bar shows it, for example x1.25 in green or x0.5 in red. Hover over it to see each buff that raises or lowers it, with its amount.

The game's stat bars show a value and nothing else. Food, buffs and debuffs quietly change how fast each stat rises and falls, and the only way to see how long a buff lasts is to hover it. Vital Signs puts that on the bars themselves. And since every buff has a fixed time, it lets you change those times too: make good buffs last twice as long and bad ones half as long, or slow down only the ones you care about.
when something scales how much a stat gains, the bar shows it, for example x1.25 in green or x0.5 in red. Hover over it to see each buff that raises or lowers it, with its amount.
the part of a bar that running debuffs will still take is shaded, so you can see where the stat will land.
the exact value, every scaled change as a percentage, your food modifiers and each loss still coming with how long it takes.
a compact box with the name and time left on one line, then what a buff or debuff does to each stat and how many layers you have. Debuffs list the items that cure or suppress them, with how many you have.
one line where Well Fed starts and a fainter one where it ends, read from the game's rule.
every buff or debuff that runs out gets a thin stripe that shrinks as its time runs down and turns amber near the end.
when something scales how much a stat gains, the bar shows it, for example x1.25 in green or x0.5 in red. Hover over it to see each buff that raises or lowers it, with its amount.
the part of a bar that running debuffs will still take is shaded, so you can see where the stat will land.
the exact value, every scaled change as a percentage, your food modifiers and each loss still coming with how long it takes.
a compact box with the name and time left on one line, then what a buff or debuff does to each stat and how many layers you have. Debuffs list the items that cure or suppress them, with how many you have.
one line where Well Fed starts and a fainter one where it ends, read from the game's rule.
every buff or debuff that runs out gets a thin stripe that shrinks as its time runs down and turns amber near the end.
a bar under Life shows your Fitness, a stat the game keeps but never shows. Green when fine, amber close to Weakened and red below 30. Its hover box says what Fitness does and how close you are to Weakened. This replaces the Fitness Bar mod, which turns itself off when Vital Signs is installed.
a pop-up when Satiety, Morale, Stamina or Life drops to 20% of its maximum, and when Fitness drops below 40 and below 30, where you become Weakened. Each warns once per drop. Set the line or turn each one off.
the kilograms you carry, amber when you are close to Overweight and red past it. Hover the button for how much room you have left.
the bars and the buffs next to them are drawn at 80% of the game's size by default, and the bars' hover boxes at the game's size. Set each one from 50% to 150%.
every setting changed on the Mod Manager's Mods screen takes effect right away, with no restart.
follows the game's language.
reads your stats every couple of seconds and only redraws when something changed.
make buffs and debuffs last longer or shorter, from 0.1x to 100x. Set one multiplier for good buffs and one for bad, one per category, or one for any single buff.
Vital Signs' page in the Mod Manager has a Timers tab that lists every buff with a timer, how long it lasts in the game, and how long it lasts with your multipliers, in game time and in real minutes.
a buff that is already running gets its remaining time changed when you change its multiplier.
talents that make buffs last longer are multiplied along with the buff.
Only buffs you can see on your character and that have a timer get a new time. Hidden buffs and buffs that last until something removes them keep the game's behavior. No buff can be given more than 500 game days.
The HUD part only reads your stats and draws them. With every multiplier at 1, the default, no buff time changes either. Vital Signs adds nothing to your save and does not edit game files. A save keeps the end time of each running buff, so after you remove the mod, buffs already running finish at the time they had, and new buffs use the game's times.
BepInEx\config\com.dev.survivallog.vitalsigns.cfgChange them on the Mod Manager's Mods screen, or edit the file with the game closed.[Alerts]A warning pops up once when a stat drops past its line, and again only after the stat climbs back over it: 5 percent of its maximum for Satiety, Morale, Stamina and Life, 2 points for Fitness. Loading a save with a stat already low does not warn.
LowAt percent of its maximum.LowAt percent of its maximum.LowAt percent of its maximum.LowAt percent of its maximum.20 is where the game turns the bar red.[Display]ExtendedTooltips is on.ExtendedTooltips is on.100 is the game's size. Their hover boxes have their own size, BarTooltipSize.BarSize they sit in proportion to the bars. 100 is the game's size.BarSize is. 100 is the game's size.[TimerCategories]Each setting replaces GlobalGood and GlobalBad for the buffs in that category, good and bad alike. 0 uses the global multipliers. The game sorts its buffs into these groups; the names are the mod's.
[Timers]A multiplier changes how long a buff lasts: 1 is the game's time, 2 makes it last twice as long, 0.5 half as long. Every multiplier goes from 0.1 to 100. Change them in the Timers tab on the Mod Manager's page for Vital Signs, on the Mods screen, or in the file while the game is closed. Changes made in the Timers tab or on the Mods screen take effect at once.
Each buff uses the most specific multiplier it has: its own multiplier first, then its category's, then the good or bad one. Only buffs you can see on your character and that have a timer are changed. Hidden buffs and buffs that last until something removes them keep the game's behavior.
[VitalSigns]false turns the mod off: everything it draws goes away, no warnings show and every buff goes back to the game's time.A buff's own multiplier replaces every other one for that buff. Set them in the Timers tab, which saves them to BepInEx\config\VitalSigns.Timers.json. You can also edit that file while the game is closed. It maps a buff's ID to its multiplier:
`json { "buffs": { "1043": 2, "200810": 0.5 } }`
The Timers tab shows each buff's ID beside its name. A value outside 0.1 to 100 is moved to the nearest end, and an entry that is not a buff ID or not a number is skipped; BepInEx\LogOutput.log and the top of the Timers tab say which. The previous file is kept as VitalSigns.Timers.json.bak each time the tab saves.
No setting matches that.
SurvivalLog.exe). The zip holds a BepInEx folder, so the DLL lands in the right place. When asked, merge the folders. The result should be:C:\Program Files (x86)\Steam\steamapps\common\Survival Log\BepInEx\plugins\VitalSigns.dllSurvival Log\
├─ SurvivalLog.exe
└─ BepInEx\
├─ plugins\
│ └─ VitalSigns.dll
└─ config\
└─ com.dev.survivallog.vitalsigns.cfg (made on first start)
The same zip as on Nexus, from this site, with no account. Extract it into the game folder.
VitalSigns-0.7.5.zip (83 KB)
SHA-256 6f74d8a3f4211ec0538882228e6e891d98cfb2f7dfbf5a73ea40934957d913a3
Delete VitalSigns.dll from the BepInEx\plugins folder.
Settings are in BepInEx\config\com.dev.survivallog.vitalsigns.cfg or on the Mod Manager's Mods screen, and take effect at once. Enabled turns the mod on or off. Under Display you can turn off the Fitness bar, the weight, the timer stripes, the hover box details, the game's stat text and the cure lists. BarSize, BuffSize and BarTooltipSize set how big the bars, the buffs and the bars' hover boxes are drawn (80% of the game's size by default). Under Alerts you can turn off each warning, and LowAt sets how low a stat gets before it warns (20% by default).
For buff times, open the Mod Manager, go to Vital Signs and pick the Timers tab. Set the good and bad multipliers and the category ones at the top, and a single buff's multiplier in its row, then press Save. The changes take effect at once, on buffs already running too. They are also in the cfg file under Timers and TimerCategories, and single buffs are in BepInEx\config\VitalSigns.Timers.json. See CONFIG.md for every setting.
FitnessBar.dll if you have it, or you get two bars. The new FitnessBar setting turns it off.Values are read every couple of seconds, so a change can take that long to show. The loss shading counts only the debuffs running now, not natural drain or anything you eat. Stats UI draws much of the same; use one or the other. Fitness Bar 0.1.2 and newer turn themselves off beside Vital Signs; an older Fitness Bar draws a second bar, and the Fitness hover box then says to remove or update it. Loading a save with a stat already low does not warn. A buff made to last a very long time shows a large hour count in its hover box, such as 12000:00 for 500 days. Multipliers changed while the game is closed apply to new buffs only.
Get Mod Manager to set up all your mods in game | Open the Survival Log wiki for items, recipes and maps
Found a bug or have an idea? Come say hi on the Core Directive Discord, or post in the Posts tab on Nexus. For bugs, please include BepInEx\LogOutput.log and BepInEx\vital-signs.log.
To reach me directly, message exiled.dev on Discord; you can find me in the official Survival Log Discord. I'm also on X as @AnExiledDev.