Stund

v1.0.1·Updated 2026-10-05

The time of day and the day number, on screen.

About this mod Author’s original text

Stund

The time of day and the day number, on the screen.

Why

Valheim already has a clock, and it shows it to you in the most expensive way there is.

The sun is precise. Sunrise and sunset are fixed fractions of the day, always the same, and

every experienced player is reading them without being told to. You look at the light and

you know roughly how long you have. It works well enough that a clock feels redundant right

up until you are underground.

And underground is where the decisions are. In a mine, a crypt, a longhouse, a fog bank or

below deck, there is no sun and no horizon, and the questions that actually turn on the time

are exactly the ones you ask in those places. Is there enough light left to sail home. Is it

worth starting the last corridor. Is it nearly night, so going to bed now is free, or did

night just start, so it is eight minutes of standing about. The information is in the game

already. It is simply not readable at the moment it matters.

Stund is Old Norse for an hour, a while, a point in time.

What it shows

Day 43 17:45, in the game's own typeface, in a corner you choose.

The day number is the game's own count, the one it announces at dawn. The time is derived from the world

clock rather than from the smoothed value the sun and the fog are drawn with, which lags by

a couple of seconds of real time. On a twenty-minute day that is minutes of game time, and

a clock that is minutes out at dawn is a clock people stop trusting.

The clock follows the sun, not the raw world time. Valheim does not light the sky from raw time:

it squeezes the night, so the sky runs on a rescaled day, and the morning trigger, the horizon

transitions and the lighting all read that. Stund applies the same rescaling (a copy of

EnvMan.RescaleDayFraction), so the morning (the "Day N" message and the game's own morning trigger) is exactly 06:00, sunrise is about 06:00 (the horizon transition is centred a quarter-hour later), noon is 12:00, sunset

is 18:00 and midnight is 00:00. Night is the part that moves fastest on the clock, which is the

game's doing and not a bug.

The day number changes at 06:00, together with the "Day N" message, rather than at midnight where

the game's own counter rolls, so the number on the HUD never runs ahead of the announcement.

Where it sits

Top centre by default, because it is the only part of the screen vanilla leaves empty in

ordinary play. The health, stamina and eitr bars own the top left and the minimap owns the

top right. The thing that will sit on top of it is a boss health bar, which is also top

centre and is not there for long. Corner, offset and size are three lines in the config.

It hides when the rest of the HUD hides, including in cutscenes and on the death screen,

because it is parented to the HUD rather than drawn over it.

Installing

Needs BepInEx. Nothing else. Through a mod manager it is one install. By hand, put

Stund.dll in BepInEx/plugins/Stund.

Then start the game once and quit. That first run writes the config file. It does not exist

before the mod has loaded, which is the usual reason people think it is broken.

Settings

The file is BepInEx/config/ezomic.valheim.stund.cfg. Open it in any text editor. Every

setting has a comment above it, so the file explains itself.

Note that changing a default in a new version does nothing on a machine that has already run

the mod. BepInEx writes every entry on first run and the saved value wins.

Multiplayer

Nobody else needs it. Purely local and purely visual: it reads a clock every client is

already given and draws a label. A server does not know it is there.

If Core is installed, this mod registers with its

version gate so a mismatch is reported rather than discovered later. Every setting here is

marked as yours. A host does not get to decide where on your screen your clock sits.

Bugs and ideas

Both go to the site. longhouse.thijssensoftware.nl/bugs

is for anything broken, and longhouse.thijssensoftware.nl/ideas

is for what a mod sho

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.

Dependencies

Install these first, or the mod will not work:

denikson-BepInExPack_Valheim

File & checksum

Filename
Stund-1.0.1.zip
File size
22.4 KiB