Mods / Salt and Sands

Tags:
Ocean Underwater Sea Worldgen Food Creatures
Authors:
Catasteroid, sekelsta
Side:
Both
Created:
Jul 5th 2024 at 12:03 AM
Last modified:
Mar 30th at 1:37 PM
Downloads:
43023
Follow Unfollow 886
Latest release (for Vintage Story 1.21.5, potentially outdated):
SaltAndSands-1.1.6.zip  1-click install
For testers (for Vintage Story 1.22.0-rc.5 - 1.22.0-rc.6):
SaltAndSands-1.2.0.zip  1-click install

Salt and Sands

This mod serves to add flora and fauna to water bodies, focusing mostly on the ocean environments but also adding some to freshwater environments as well.

Currently the mod includes bivalves in the form of clams and scallops occurring in saltwater bodies and freshwater mussels occurring in freshwater, 13 types of sea urchin, two types of water plant (one in saltwater, one in freshwater) and coral reefs which have five different types of coral that come in multiple colours.

The bivalves will spawn in clusters within bodies of water with clams and scallops spawning on the seabed in saltwater oceans and freshwater mussels spawning in freshwater ponds and lakes, but if the Rivers mod is installed they can also potentially spawn within the freshwater of the rivers.
The bivalves represent a cultivatable source both of food and of shells which can be ground into lime as an unconventional source of the material, the mature reefs can be harvested similarly to reeds in that breaking them with a knife provides a live bivalve and leaves a depleted reef that will slowly recover but harvesting the depleted reef provides a second live bivalve and destroys the reef. While live the bivalves can be placed in their native water type (clams and scallops in saltwater, freshwater mussels in freshwater) to produce an immature establishing reef that will slowly develop into a mature reef that can be harvested, this allows you to culture bivalves to provide a sustainable and expandable farm.
To extract the useful resources from a live bivalve it must first be killed by placing it in the crafting grid with a knife and then it can be shelled by holding it in your hand and holding the right mouse button which separates the shell from the meat, providing one piece of meat and two shells (as they represent the two halves of the shells) but also if you're lucky a bivalve will be hosting a pearl which can rarely also be dropped during this processing with the meat and shells. The meat can be roasted over a firepit for immediate consumption, cured with salt for long-term storage or used in meals in place of redmeat or poultry, the pearls can be used to make some jewelry items including brooches, bracelets, the vanilla game's pearl necklace and some other bling, traders may be interested in buying pearls or the jewelry items for a fair price.

Sea urchins will also be present in the ocean as clusters of urchins on the seabed with thirteen different species providing splashes of colour, each species has it's own preferred temperature conditions and depth that it will spawn at though multiple species will have overlapping spawn areas. Sea urchins are processed by placing them in the crafting grid with a knife which provides a piece of urchin meat that can be roasted in a firepit for immediate consumption, cured with salt for long-term storage or used in meals in a similar fashion to red meat and poultry.

The mod's two waterplants, water milfoil which spawns in freshwater and seagrass which spawns in saltwater serve as indicator plants, which help to immediately indicate whether the water you're examining is saltwater or freshwater without having to collect it with a bucket and check what the contents are. (1.22 update: water milfoil no longer spawns from this mod because it has been added to vanilla. Old worlds from 1.21 will still have it.)

Finally the mod also contains coral reefs which spawn as large round structures of coral substrate upon which five types spawn, in the form of Brain, Fan, Staghorn, Table, Tube corals which spawn in many different brightly coloured subvariants, these corals and the coral substrate can be broken to provide coral pieces which can be used to make aesthetic jewelry items or ground into lime which represents another unconventional source of lime. If you really can't find any chalk, limestone or other lime bearing rock and can stomach the thought of destroying something so visually impressive you can demolish the coral reefs and roast them to produce lime.
In future these coral reefs will be home to multiple different types of fish and other fauna which will only spawn within the corals making these reefs a hive of activity and life.

Models and JSON work by Catasteroid, coral textures by Lucas, urchin textures by Hieronymus, En-PT language file by AzuliBluespots, compiling work by Sekelsta
and some plant art by

Due to life events of the authors, this mod is currently in minimal maintenance mode. That means I'll try to keep up with updates and bug fixes at least every few months, but new features are not being added.


Help me make more mods, consider buying me a coffee via my Ko-fi or subscribing to my Patreon!

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.2.0 saltandsands
1.22.0-rc.5 - 1.22.0-rc.6
570 Mar 30th at 1:37 PM SaltAndSands-1.2.0.zip 1-click install

Updated for 1.22.0-rc

 

Nerfed clams and other shellfish

1.1.6 saltandsands 14031 Nov 25th 2025 at 2:17 AM SaltAndSands-1.1.6.zip 1-click install

Fixed being unable to open more than one clam in a stack

1.1.5 saltandsands 510 Nov 23rd 2025 at 3:30 PM SaltAndSands-1.1.5.zip 1-click install
  • Remove debug logging
  • Fixed missing textures for shellfish stew (thanks ElectroArtifex)
  • Fixed patch errors when Geology Additions was also installed (thanks ShaeTsuPog)
  • Fixed shellfish never containing pearls
1.1.4 saltandsands
1.21.2 - 1.21.4
4449 Oct 6th 2025 at 11:37 PM SaltAndSands-1.1.4.zip 1-click install

This update should resolve some outstanding JSON issues (thanks Chronolegionairre!)

1.1.3 saltandsands 4141 Aug 26th 2025 at 12:41 PM SaltAndSands-1.1.3.zip 1-click install

Recompile using net8 for Vintage Story 1.21.0

1.1.2 saltandsands 1118 Aug 24th 2025 at 11:44 AM SaltAndSands-1.1.2.zip 1-click install

Fix variant patch for freshwater mussels, thanks to LarekFlynn! They should drop shells now.

1.1.1 saltandsands 4061 Jul 7th 2025 at 10:20 PM SaltAndSands-1.1.1.zip 1-click install

Update for Vintage Story 1.20.12

1.1.0 saltandsands
1.20.5 - 1.20.6
3773 Mar 24th 2025 at 11:20 PM SaltAndSands-1.1.0.zip 1-click install

Recompiled by Sekelsta for 1.20.4, may not necessarily work on 1.20.5 or 1.20.6 but give it a try and comment here if corals don't spawn properly (you'll see coral seed blocks above the surface of the ocean)
Other changes:
- New Es-Pt language file (I believe by AzuliBluespots)
- Updated english language file (hopefully fixes the meal text)
- Changes to coral/pearl bracelets so they won't apply their texture to your whole body
- Fixed two urchin types which weren't spawning properly

1.0.2 saltandsands
1.19.5 - 1.19.8
9409 Jul 10th 2024 at 10:55 PM SaltAndSands-1.0.2.zip 1-click install

Hotfix version, corrects bivalve toolbar selection crash (tracked down to a broken worldinteraction- the little tooltip you see hovering over the block when holding the block), and adds a modicon for aesthetics sake, sorry it took as long as it did folks, the novel nature of the issue caught me off-guard, removes some unneeded debug messages

1.0.1 saltandsands
1.19.5 - 1.19.8
586 Jul 8th 2024 at 10:44 PM SaltAndSands-1.0.1.zip 1-click install

Post-release bugfix patch, changes include:

  • Fixing typos in urchin item names that were causing issues due to name mismatches, this fixes the processing recipe for Redspined and Pacific Purple urchins among other things
  • Fixed barrel recipe for cured meat and other recipes
  • Re-added missing coral reef temperature requirement (sorry no coral reefs in temperate or arctic areas any more)
  • Fixed trader purchasing of jewelry items
  • Adjusted GUI rotation of bracelets, brooches, urchins and other minor appearance adjustments
  • Fixed typos in brooch language file string (they should have the correct name now)
  • Many other smaller fixes
1.0.0 saltandsands
1.19.5 - 1.19.8
375 Jul 8th 2024 at 12:48 PM SaltAndSands-1.0.0.zip 1-click install

Initial release, includes:

  • Coral reefs consisting of round deposits of coral substrate with five types of coral atop them (which have multiple colour variations), corals and coral substrate can be broken to produce coral pieces which can be processed into lime or jewelry
  • Two water plants including one saltwater plant and one freshwater plant which serve as indicators for water type
  • Sea urchins consisting of 13 different species that can be harvested for meat
  • Bivalves consisting of three types, two saltwater (clams and scallops) and one freshwater (freshwater mussels) which can be harvested, planted and propagated to allow you to farm them, they can be harvested for meat, shells and occasional pearls (the shells can be processed into lime, and the pearls into jewelry, pearls and the pearl necklace and choker can be sold to treasure hunter traders)

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

Verlia, Mar 30th at 8:59 PM

Whooo! Thanks for update, excited to play with this again :D 

Darchenaa, Mar 24th at 4:41 PM

it would be neat to have like, a bucket/container that can be placed in a backpack slot that would keep clams and such alive for longer. i think 2 or 4 slots is acceptable.

Raek, Mar 8th at 9:04 PM

Hope to see this one continue! I'm enjoying it immensely as a new resource to find.

 

Also, I notice there's cured mussels, but...no recipe in the guide. I did figure it out, it's 2 salt per mussel in the barrel.

 

Would you want to add compatibility with Primitive Survival so that there can be smoked mussels as well? They have smoked meat system that works very well.

ThePhantomX64, Mar 5th at 2:34 AM

is this mod still getting support?

KarmaTheDunce, Feb 7th at 3:09 AM

testing on v1.22.0-pre.1, waterplants and coral seem to be missing,
but the mussels and urchins seem to spawn just fine

Rarenth, Jan 16th at 1:30 AM

Great mod. The little river mussels were a fun organic discovery. 

Catasteroid , Jan 14th at 2:21 AM

DawnDuskky This is genuinely a bizarre bug, but the coral textures implicated are those from the base game rather than those from salt and sands, maybe it's a texture atlas issue? Either way I'm stumped!

DawnDuskky, Jan 4th at 5:12 PM (modified Jan 4th at 8:29 PM)

I noticed that while using this mod with Geology Additions, the spinning part of querns seem to be replaced with coral textures while in use. I recorded a little video of it
would love to see a patch if possible, both mods are amazing and work so well together other than this

Averixus, Jan 2nd at 1:01 PM (modified Jan 2nd at 1:04 PM)

I agree with the suggestions to reduce the calories, pearls, and lime outputs. I also have a couple of other suggestions:

  • I'd like to be able to place shells, pearls, etc on ground storage like most vanilla items.
  • It would be great if there was some kind of animation and/or sound when doing the shucking process, to make it feel more immersive.

 

Really great mod, it makes water feel much more alive. :)

Internecine, Jan 1st at 10:34 AM (modified Jan 1st at 10:35 AM)

Squidington Agree. I also love the mod and think nerfs of both calorie and lime outputs are required for balance reasons. Shellfish should be in the "berry" niche - a useful starter foraging food and complementary to berries because they fill the protein bar. But they should be inferior to fish in terms of "calories farmed per hour". Otherwise why develop fishing?

Food: In addition to a calorie nerf, one option might be to give uncooked shellfish a small HP penalty (say -0.25 which puts them on a par with Juniper berries from the Wildcraft mod). That makes them edible raw in a pinch but unpaletable in large amounts unless cooked. And sort of reflects the "potential food poisoning" risk. 

Shells: I would suggest keeping the 2 shells per bivalve (which is just a nice "accuracy" detail) but nerf the output by making the ratio of lime produced when ground to 4:1 or even 8:1. This also has the effect of making shells a bit less attractive to carry than limestone blocks when inventory is tight because a full stack would produce only 16/8 lime.

Pearls: Suggest nerfing because at the moment they provide a very easy income when traded to Luxuries traders compared to most other non-manufactured products. Either reduce the drop rate and/or remove raw pearls from the Luxuries trader buy list (assuming you have control over this) but keep the pearl necklace in so there is some effort involved and a reduced income overall.

Squidington, Dec 24th 2025 at 4:45 AM

Hello! I love the mod but have some balancing concerns. For how easy shelfish are to collect in large numbers, they provide a lot of saturation! A single cooked clam (250) is worth more than a peice of cooked poultry (200). Might I suggest lowering coocked and raw bivale meat it to about the same as cooked (100) and raw (50) fish? That would put them roughly on-par with berries, which are similarly easily farmed at no cost to the player.

Similarly, maybe shelling shellfish should give only one shell. I know the defining feature of bivalves is that they have 2 shells, but a single shell already grinds into two lime, which is more than a fist-sized limestone stone does.

These combined would help nerf clam farming, as mentioned in your wishlist.

Catasteroid , Dec 8th 2025 at 5:11 PM

Maschinenmensch Harvested reefs take 336 in-game hours or two weeks to recover, establishing reefs take 480 hours which is 20 days or just short of three weeks to fully mature.

sekelsta, Dec 8th 2025 at 10:19 AM

Maschinenmensch I'm not sure and I'm not seeing an obvious answer in the code. Maybe Catasteroid would know, but he doesn't check in often. I'd say your best bet is to try it out and see.

sekelsta, Dec 8th 2025 at 10:11 AM (modified Dec 8th 2025 at 10:12 AM)

RangerDaddy75 Onesilverkey I haven't had that happen with 1.1.6 despite trying in both singleplayer and multiplayer, and neither did a friend who checked. However, it appears it could happen if you update the mod version while the game is running, without fully closing and restarting it.

Maschinenmensch, Dec 7th 2025 at 1:38 AM

Thanks for the mod! 

How long exactly do the mussels take to mature again once depleted?

Onesilverkey, Nov 27th 2025 at 2:29 AM

 

Thanks for putting the time in to fix this weird bug, I love this mod.

 

For the 1.1.6 version I'm still having issues with shucking the stack: with teh first shuck of a stack I can get shells, meat and occasionally a pearl, but any other in the stack gives nothing and I have to separate it into individual inventory slots to be able to shuck it.

RangerDaddy75, Nov 26th 2025 at 3:24 AM

Hello, im seeing some players having same issue i just had today but they had it a day or two before me, you said it was resolved yesterday but im still getting the shucking bug where only the first one when i log will actually give me stuff from shucking. Ive tried dropping them and then trying again and also having them in individual slots (not in stacks) and still wouldnt give me anything

 

 

 

 

Hydromancerx, Nov 25th 2025 at 3:04 AM

Please make the sea grass be useful! Like drying into normal grass or converted to reeds for baskets. Or maybe for making compost. Just something.Or maybe make it ediable?

sekelsta, Nov 25th 2025 at 2:17 AM

Fixed now, sorry about that.

MrFastZombie, Nov 24th 2025 at 4:29 AM

Tested it out a bit, same issue. If you place each one into their own slots it'll technically let you shuck them but you get no meat or shells, but you can still get pearls.

Cosantair, Nov 23rd 2025 at 9:01 PM

I'm having the same issue as onesilverkey. Leaving and coming back fixes it for 1 more piece. Haven't found another workaround yet.

Onesilverkey, Nov 23rd 2025 at 7:59 PM

Just updated to the new version and I was only able to shuckone shelled sea life per stack and then unable to shell any of the others.

Remiska, Nov 18th 2025 at 8:42 PM

may I make a request? All the shellfish to be used in making the meat pies. I'm using version 1.21.1 for my server.

Teax, Nov 4th 2025 at 4:47 PM

Server log gets spammed with "server errors", does not look like errors just a debug output. Can crash the server if happens too often.

errors appear after right clicking dead clams etc. 

 

Spoiler
vintagestory | 4.11.2025 16:40:18 [Server Error] Roll 0.9706636275959497 > drop chance 0.33, continuing...
vintagestory | 4.11.2025 16:40:19 [Server Error] rareProcessingResultChances defined, length: 1
vintagestory | 4.11.2025 16:40:19 [Server Error] 1 rare processing results to resolve...
vintagestory | 4.11.2025 16:40:19 [Server Error] Resolved processing result #1: Pearl
vintagestory | 4.11.2025 16:40:19 [Server Error] Checking rare processing stack Pearl, with drop chance of 0.33 vs roll of 0.3959047693740133!
vintagestory | 4.11.2025 16:40:19 [Server Error] Roll 0.3959047693740133 > drop chance 0.33, continuing...
vintagestory | 4.11.2025 16:40:21 [Server Error] rareProcessingResultChances defined, length: 1
vintagestory | 4.11.2025 16:40:21 [Server Error] 1 rare processing results to resolve...
vintagestory | 4.11.2025 16:40:21 [Server Error] Resolved processing result #1: Pearl
vintagestory | 4.11.2025 16:40:21 [Server Error] Checking rare processing stack Pearl, with drop chance of 0.33 vs roll of 0.817048955623549!
vintagestory | 4.11.2025 16:40:21 [Server Error] Roll 0.817048955623549 > drop chance 0.33, continuing...
EuphemiaEffie, Nov 1st 2025 at 6:55 PM

This is an amazing mod, and super useful!  Thank you for making it <3

I was wondering if there were any plans to making it compatible with Primitive Survival? Secondly, would there be a possibility of including the meat in a pie recipe?  We have lots of shellfish meat, but not as much we can do with it ^^;

Diakon, Oct 11th 2025 at 8:32 PM

image

I got these names when cooking a stew, game version 1.21.4

ShaeTsu, Oct 7th 2025 at 12:31 AM

Your geoaddons compatability patch is failing because the structure is incorrect. Buying/selling isn't set in the entity json, they have seperate tradelists in dedicated json files at /survival/config/tradelists.

thejollywizard, Oct 1st 2025 at 6:52 PM

I love this mod but it's clashing with something in Geology Additions whitch is weird considering they have nothing in common?

Remiska, Sep 16th 2025 at 1:18 AM

SpicyHott Ok thankyou!

F3niix, Sep 14th 2025 at 11:28 AM

Hello, I have a conflict with the mod "Geology Additions", would it be possible to make a patch to make it compatible please?

 

Code error :

Spoiler!
Spoiler
14.9.2025 11:22:27 [Server Error] Patch 0 (target: game:entities/humanoid/trader-luxuries.json) in saltandsands:compatibility/geoaddons/patches/trader-luxury.json failed because supplied path /attributes/tradeProps/buying/list/- is invalid: The json path /attributes/tradeProps/buying/list/- was not found. Could traverse until /attributes/tradeProps, but then 'buying' does not exist. Full json at this path: {"money": {"avg": 50,"var": 10}}14.9.2025 11:22:27 [Server Error] Patch 1 (target: game:entities/humanoid/trader-luxuries.json) in saltandsands:compatibility/geoaddons/patches/trader-luxury.json failed because supplied path /attributes/tradeProps/buying/list/- is invalid: The json path /attributes/tradeProps/buying/list/- was not found. Could traverse until /attributes/tradeProps, but then 'buying' does not exist. Full json at this path: {"money": {"avg": 50,"var": 10}}14.9.2025 11:22:27 [Server Error] Patch 2 (target: game:entities/humanoid/trader-luxuries.json) in saltandsands:compatibility/geoaddons/patches/trader-luxury.json failed because supplied path /attributes/tradeProps/buying/list/- is invalid: The json path /attributes/tradeProps/buying/list/- was not found. Could traverse until /attributes/tradeProps, but then 'buying' does not exist. Full json at this path: {"money": {"avg": 50,"var": 10}}14.9.2025 11:22:27 [Server Error] Patch 3 (target: game:entities/humanoid/trader-luxuries.json) in saltandsands:compatibility/geoaddons/patches/trader-luxury.json failed because supplied path /attributes/tradeProps/buying/list/- is invalid: The json path /attributes/tradeProps/buying/list/- was not found. Could traverse until /attributes/tradeProps, but then 'buying' does not exist. Full json at this path: {"money": {"avg": 50,"var": 10}}
SpicyHott, Sep 14th 2025 at 5:49 AM

Remiska It seems to work fine so far from my experience.

Remiska, Sep 14th 2025 at 5:03 AM

Does this work in version 1.21.1?

Faya, Sep 8th 2025 at 9:26 AM

So i looked around for some time now but i cannot find anything that makes the Water Lilly useabel in 121. Could you perhaps do something with them?

This is the best mod so far i have found where it would actually fit in.

NerdlinGeeksly, Sep 6th 2025 at 7:27 AM (modified Sep 6th 2025 at 7:27 AM)

Punching scallops and other shellfish keeps crashing my game.

SkidInc, Sep 2nd 2025 at 1:44 PM

You didn't update your patches when you updated to 1.21, game:blocktypes/clay/pot.json doesn't exist anymore, neither appreantly, does game:config/tradeliststrader-luxuries.json. Pots are now in a fire / raw subfolder, traders are now also in there own subfolder.

Spoiler

2.9.2025 14:19:41.913 [VerboseDebug] Patch 0 in saltandsands:patches/traders/trader-luxury.json: File game:config/tradeliststrader-luxuries.json not found

2.9.2025 14:19:41.913 [VerboseDebug] Patch 1 in saltandsands:patches/traders/trader-luxury.json: File game:config/tradeliststrader-luxuries.json not found

2.9.2025 14:19:41.913 [VerboseDebug] Patch 2 in saltandsands:patches/traders/trader-luxury.json: File game:config/tradeliststrader-luxuries.json not found

2.9.2025 14:19:41.913 [VerboseDebug] Patch 3 in saltandsands:patches/traders/trader-luxury.json: File game:config/tradeliststrader-luxuries.json not found

2.9.2025 14:19:41.913 [VerboseDebug] Patch 4 in saltandsands:patches/traders/trader-luxury.json: File game:config/tradeliststrader-luxuries.json not found

2.9.2025 14:19:41.913 [VerboseDebug] Patch 5 in saltandsands:patches/traders/trader-luxury.json: File game:config/tradeliststrader-luxuries.json not found

2.9.2025 14:19:41.913 [VerboseDebug] Patch 6 in saltandsands:patches/traders/trader-luxury.json: File game:config/tradeliststrader-luxuries.json not found

2.9.2025 14:19:41.913 [VerboseDebug] Patch 7 in saltandsands:patches/traders/trader-luxury.json: File game:config/tradeliststrader-luxuries.json not found

2.9.2025 14:19:41.913 [VerboseDebug] Patch 8 in saltandsands:patches/traders/trader-luxury.json: File game:config/tradeliststrader-luxuries.json not found

2.9.2025 14:19:41.913 [VerboseDebug] Patch 9 in saltandsands:patches/traders/trader-luxury.json: File game:config/tradeliststrader-luxuries.json not found

2.9.2025 14:19:41.913 [VerboseDebug] Patch 10 in saltandsands:patches/traders/trader-luxury.json: File game:config/tradeliststrader-luxuries.json not found

2.9.2025 14:19:41.913 [VerboseDebug] Patch 11 in saltandsands:patches/traders/trader-luxury.json: File game:config/tradeliststrader-luxuries.json not found

2.9.2025 14:19:41.913 [VerboseDebug] Patch 12 in saltandsands:patches/traders/trader-luxury.json: File game:config/tradeliststrader-luxuries.json not found

2.9.2025 14:19:41.913 [VerboseDebug] Patch 13 in saltandsands:patches/traders/trader-luxury.json: File game:config/tradeliststrader-luxuries.json not found

2.9.2025 14:19:41.913 [VerboseDebug] Patch 14 in saltandsands:patches/traders/trader-luxury.json: File game:config/tradeliststrader-luxuries.json not found

2.9.2025 14:19:41.913 [VerboseDebug] Patch 15 in saltandsands:patches/traders/trader-luxury.json: File game:config/tradeliststrader-luxuries.json not found

2.9.2025 14:19:41.913 [VerboseDebug] Patch 0 in saltandsands:patches/meals.json: File game:blocktypes/clay/pot.json not found

2.9.2025 14:19:41.913 [VerboseDebug] Patch 1 in saltandsands:patches/meals.json: File game:blocktypes/clay/pot.json not found

2.9.2025 14:19:41.913 [VerboseDebug] Patch 2 in saltandsands:patches/meals.json: File game:blocktypes/clay/pot.json not found

2.9.2025 14:19:41.913 [VerboseDebug] Patch 3 in saltandsands:patches/meals.json: File game:blocktypes/clay/pot.json not found

2.9.2025 14:19:41.913 [VerboseDebug] Patch 4 in saltandsands:patches/meals.json: File game:blocktypes/clay/pot.json not found

2.9.2025 14:19:41.913 [VerboseDebug] Patch 5 in saltandsands:patches/meals.json: File game:blocktypes/clay/pot.json not found

2.9.2025 14:19:41.913 [VerboseDebug] Patch 6 in saltandsands:patches/meals.json: File game:blocktypes/clay/pot.json not found

2.9.2025 14:19:41.913 [VerboseDebug] Patch 7 in saltandsands:patches/meals.json: File game:blocktypes/clay/pot.json not found

2.9.2025 14:19:41.913 [VerboseDebug] Patch 8 in saltandsands:patches/meals.json: File game:blocktypes/clay/pot.json not found

GriffinsWings, Sep 1st 2025 at 10:11 PM (modified Sep 6th 2025 at 3:18 PM)

EDIT: I think I fixed this, so I created a PR on github!

 

I love this mod! It's a great and fun expansion to the world.

I have noticed a few texture and lang mapping issues though-- specifically when it comes to meals. This might be a result of Cullinary Artillery/Expanded Foods incompatibility? I'm uncertain. (it wasn't)
Textures in meals will be a white question mark box, and the stew will be called "primary bivalvemeat stew". These definitely aren't game breaking, but a bit jarring to see, so I thought I'd let you know!

Here's a screenshot to show what I mean:


Thanks again for the wonderful mod!

Kerynean, Sep 1st 2025 at 4:02 AM

I'm getting an error where shucking a oyster/clam/etc. results in an error print out as it does calculations on my multiplayer server - doing a stack of these causes the server to hit an internal killswitch due to the amount of 'errors'. Print out looks like this on the server console - 

 

11:55:49 [Error] rareProcessingResultChances defined, length: 1

11:55:49 [Error] 1 rare processing results to resolve...

11:55:49 [Error] Resolved processing result #1: Pearl

11:55:49 [Error] Checking rare processing stack Pearl, with drop chance of 0.33 vs roll of 0.9977851407592115! 1

1:55:49 [Error] Roll 0.9977851407592115 > drop chance 0.33, continuing...

 

It doesn't appear to be an error? I mean it just looks like a processing print out to me, but the fact it's being labelled as [Error] inevitably causes the server to shut down. Told other players to avoid the clams at the moment, cause otherwise I love the life this mod adds to waterways.

breeze108, Aug 30th 2025 at 6:27 PM

Can you make the  water blue? Like IRL coral reefs?

 

Elijahgrimm, Aug 27th 2025 at 1:50 AM

I have to report a crash, when I tried to collect some scallops. Trying to collect them with the knife didn't work, there was no animation and no progress being made on the block. So, I tried to break them with my hands instead, which caused the game to crash. 

SpookyJ, Aug 26th 2025 at 9:45 PM

Best way to balance clam farming IMHO would be to add a "crowding" system.

Have clams do a check to see if there are any other clam colonies within a given block volume around the clam colony (lets say 9x9x9, with the clam colony in the center) and, if there is, that colony is "too crowded" to regrow when harvested. should be fairly simple to impliment and would prevent players from just placing a massive amount of clams or mussels in a puddle next to their base.

There is also always the nuclear option, which is to remove bivalve farming entirely and have them act similar to vanilla mushrooms. Either solution would be fine.

 

I do think pearl droprate is also way too high. When I played with this mod I was getting so many that I could never hope to use them all for anything and they just ended up taking up space. IRL natural high quality pearls are very rare so maybe lower that droprate to 1/200 or something like that. 

Dagurmawth, Aug 26th 2025 at 5:01 PM

Good news, no crashes.  Bad news, no recipies show up at all.

Jargon, Aug 26th 2025 at 1:19 AM (modified Aug 26th 2025 at 2:00 AM)

Love this mod! It's added a ton to my recent runs. I was able to load into 1.21.0 with Salt and Sands active but encountered a CTD attempting to harvest a mussel. Below is the crash log. Thanks for your work!

 

Edit: forgot to mention it was running fine in the immediate prior version (the unstable 1.21 rc.7) with harvestable bivalves.

Crash Report
Running on 64 bit Windows 10.0.19042.0 with 16247 MB RAM
Game Version: v1.21.0 (Stable)
8/25/2025 6:14:14 PM: Critical error occurred in the following mod: saltandsands@1.1.2
Loaded Mods: bettertraders@0.0.10, catchledge@0.2.0, chiseltools@1.14.21, swfreqsharks@1.2.1, froghats@1.0.0, nacatfish@2.0.2, nadarters@3.0.0, ornamentalfish@5.0.1, primitivesurvival@3.9.4, spyglass@0.5.2, game@1.21.0, betterruins@0.5.0-rc.1, carryon@1.10.0-rc.3, eggpiemod@0.1.0, fromgoldencombs@1.9.1, hazchakram@1.0.2, hydrateordiedrate@2.2.5, moreanimals@1.5.0, noticeboard@1.1.2, pelaguswinds@1.2.2, claywheel@1.1.3, realsmoke@0.6.5, saltandsands@1.1.2, shortgrass@1.2.0, stepupadvanced@1.2.0, tabletopgames@2.10.6, terraprety@7.0.5-pre.1, toolsmith@1.2.6-rc.1, vintagesymphony@1.0.3-rc.1, creative@1.21.0, survival@1.21.0, wavyswords@1.2.0, obsidiancraft@1.4.4-rc.5, coffee@0.5.5, vintagesymphonyassets@1.1.0
System.MissingMethodException: Method not found: 'Void Vintagestory.API.Common.Block.SpawnBlockBrokenParticles(Vintagestory.API.MathTools.BlockPos)'.
at Saltandsands.BlockBivalve.OnBlockBroken(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier)
at Vintagestory.API.Common.CollectibleObject.OnBlockBrokenWith(IWorldAccessor world, Entity byEntity, ItemSlot itemslot, BlockSelection blockSel, Single dropQuantityMultiplier) in VintagestoryApi\Common\Collectible\Collectible.cs:line 598
at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryDestroyBlock(BlockSelection blockSelection) in VintagestoryLib\Client\ClientMain.cs:line 1745
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.ContinueBreakSurvival(BlockSelection blockSelection, Block block, Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 809
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 601
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 87
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1024
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 250
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
IgnisPolonia, Aug 25th 2025 at 9:25 PM

Dear Autors, please update to 1.21 new stable version

Piloop, Aug 14th 2025 at 8:00 PM

Hi, 
I tried salt and sands 1.1.1 on my serv: 1.20.12, but apparently we have a problem everytime we open a  mussel:

 

21:58:51 [Warn] Failed resolving a blocks blockdrop or smeltedstack with code game:seashell-mussel-musselblue in Bivalve opening result
21:58:51 [Error] Failed to resolve processing result #2!
21:58:51 [Error] rareProcessingResultChances defined, length: 1
21:58:51 [Error] 1 rare processing results to resolve...
21:58:51 [Error] Resolved processing result #1: Pearl
21:58:51 [Error] Checking rare processing stack Pearl, with drop chance of 0.33 vs roll of 0.8688816869952165!
21:58:51 [Error] Roll 0.8688816869952165 > drop chance 0.33, continuing...

Lightfoot, Aug 14th 2025 at 2:37 AM (modified Aug 14th 2025 at 2:42 AM)

Most things are working for me (I've found lots of urchins, clams, etc.) and I'm really enjoying this mod. It helps make the early game a little easier (might be too easy for some people) because shellfish are so abundant and provide meat, shells that can be turned into lime, pearls, etc. I love that we can create new shellfish farms by "replanting" them. It seems to work just fine with all my other mods, including ones that add other creatures like sea turtles and dolphins. 

The only issue I'm having is that I just can't seem to find coral reefs. I created a new hot world with oceans and I've searched far and wide and never found coral. Is there any info about where they spawn that would help me narrow down my search?

Fefa, Aug 8th 2025 at 1:46 PM

same problem, as Legdad, i dont get any shells from mussels, in the past i was geting em, not wure what changed or what broke it.

AzuliBluespots, Aug 3rd 2025 at 2:47 PM (modified Aug 3rd 2025 at 2:53 PM)

Seems to still work in 1.21.0rc2

Vintage's waters have never looked more alive! 
(BUT! it seems cooking clam meat on one of the newly colored pots throws errors. I got a bunch of log errors related to cooking without even cooking)

 

3.8.2025 11:35:35 [Error] Missing mapping for texture code #clammeat during shape tesselation of block game:claypot-blue-cooked using shape game:block/clay/pot-opened-empty, or one of its alternates

MikeSyrup, Aug 1st 2025 at 2:51 PM

crumps Wanted to second the issue with water milfoil being seen from far and through even extremely heavy fog

Malikyte, Aug 1st 2025 at 7:36 AM

IgnisPolonia There's nothing to fix, my dude. Mod data explicitely states this has only been updated as far as 1.20.12, not 1.21.

sloppysteev, Jul 28th 2025 at 7:13 PM

Any chance of making it so that pearls can be used to make the buttons and clasps from tailor's delight?

IgnisPolonia, Jul 22nd 2025 at 8:22 PM

game crushing when get a mussels. 1.21 pc 1 version its new version to coral raffs, mayby this is problem. plis fix this dear autor.

Legdad, Jul 20th 2025 at 6:33 PM

When I shell mussels I do not get any shells, is there a fix to this?

Redumulis, Jul 14th 2025 at 4:30 PM

I find that they respawn too quickly. If there is a way to make a config file to adjust the respawn length, that would be nice. Otherwise they do just trivialize survival by mass farming them.

abculatter_2, Jul 13th 2025 at 6:42 PM

Decided to add this to my current world and wanted to make a few balance suggestions for player-planted reefs;
Mainly, it seems too easy to just spam a functionally infinite amount of them in any water source. It would be good to have some kind of limiting mechanic that prevents them from just being blanketed like tule or cattails. A simple way to do that would be to just have them check for more reefs in a radius around themselves and, if they find more then like, 5-8 reefs within 2-3 blocks, they start to die off. You could also add some way to detect whether the area is naturally appropriate for them and allow a higher density if so, and/or to allow the player to do things that increase or decrease the local area's suitability (for instance, having a lot of aquatic vegetation in the area, making their pond bigger and deeper, using an appropriate block type for ponds like muddy gravel, etc.) This could also integrate different feeding mechanics or other aquacultural systems, such as integrating a fish and seaweed farm in the local area to increase mussel productivity.

Menelos, Jul 9th 2025 at 6:57 PM

Quack,
Thanks Catasteroid for the rebuild. I just tested it on 1.20.12 and it's mostly working well. As before coral is missing and it's really disappointing as the screenshot looked gorgeous.
Again I roamed around and used the block overlay mod to help me to no avail.
I thought the biomes mod might have blocked the spawn but saltandsands is supported officially and the `/biome unconfigured` command did not find anything from your mod, therefore it should spawn.

I also use Terra Pretty but it only affect the shape of the landscape and not spawn conditions. I don't see any other mod that could be causing this.

I checked the logs too and no error or even warning related to saltandsands anymore.

I tried a singleplayer world with only this mod and could not find any coral either.

Is there anything else I can do to test?

Regards.

\_o<

IgnisPolonia, Jul 8th 2025 at 6:28 AM

good job! But im wordering how this mod Works by 1.21 feature version? Most changes of that update as coral raffs and sea flora, this mod do this to.

AgentOfChaos, Jul 8th 2025 at 4:00 AM

terra pretty compatable?

 

pimblokto, Jul 8th 2025 at 2:21 AM

I wish sea urchin meat was yellow like real life...

Silverfang, Jul 5th 2025 at 4:54 AM

@Catasteroid

Looks like they changed the file pathing for the traders buy/sell lists.

NastyFlytrap, May 21st 2025 at 9:11 PM

I wish someone would update the mod so i could stop failing to load the world

SpookyShiNoO, May 16th 2025 at 9:14 PM

Could you make the meat compatable with Expanded food for things like fsh sauce please. Or have its own thing.

metasynthie, May 12th 2025 at 8:57 PM

Does anyone know if the vanilla "aquatic seagrass" plants spawn with this mod active, the ones with block IDs called

  aquatic-seagrass-green-section   
  aquatic-seagrass-yellow-section    
  aquatic-seagrass-orange-section    
  aquatic-seagrass-red-section


Asking because the long-term foods mod has recipes which use them, but I've been trawling around the ocean and can't seem to find them.

SuperTeeJ, May 10th 2025 at 9:10 PM

At this point it might just be better if somebody who knows modding takes over to make an unofficial patch. The patreon page wasn't updated since years ago and same story with Ko-fi. I really love this mod and to see it abandoned really sucks. Please can somebody save us!

crumps, May 8th 2025 at 5:54 PM

Yo i love this pack! I have one issue tho, the milfoil shows up very heavily in fog no matter what. In the imgur link I have an example of seeing the milfoil from very far, showing what the culprit fauna is, and showing how other modded and vanilla fauna blend into fog. Thank you guys for this work on making this, it really adds so much variety to my water biomes I adore it a lot!!

Tiigra, Apr 28th 2025 at 1:00 PM

Please fix all of the loading errors.

SuperTeeJ, Apr 26th 2025 at 8:45 PM

I loved this mod in 1.19 and I see it's updated to 1.20 but people complaining about issues. Please can we update this I would love to be able to make my mussel farms again 

Vrael, Apr 25th 2025 at 8:16 PM

1.20.7 Mussels do not give shells when shucked, also when spawning coral items in creative one item is invisible and causes the game to crash if you switch to it in hotbar.

LaliaRose, Apr 22nd 2025 at 7:48 PM

Hello Catasteroid - first off love this mod! I can't have my oceans without it now. Just wanted to confirm what @LeoSpades reported a few weeks ago is still occurring on vrs 1.20.9. All of the bivalves are white with little red spots (guessing the red is the classic question block barley showing up on the small canvas of the clam, mussel and scallops). Thank you for continuing to contribute to the community and this great mod!

Gabonswarve, Apr 12th 2025 at 9:51 PM

WickedSchnitzel Catasteroid

the reason for this is that there are some mistakes in the trader-clothing and trader-luxury json files. the path value is missing a slash ("buying/list/-" instead of "/buying/list/-") and the luxury trader has the wrong file path. I'm going to try correcting these small mistakes to see if that fixes things.

Shadowcub, Apr 8th 2025 at 2:51 AM

Mussels aren't giving shells when shucking. And show up as, for instance, "meal-ingredient-stew-primary-bivalvemeat..." in meals. VS v1.20.7

Menelos, Apr 4th 2025 at 8:36 AM

Catasteroid could you make a rebuild for 1.20.7 so that we can check if that solves the problem?

Catasteroid , Apr 1st 2025 at 6:03 PM

WickedSchnitzel Oh that's one of the debug messages they're harmless don't worry about them, but I thought I had removed them all- I guess not! I'll have to go back through and remove them for good.

WickedSchnitzel, Apr 1st 2025 at 5:28 AM

[Error] 1 rare processing results to resolve...
1.4.2025 05:20:24 [Error] Resolved processing result #1: Pearl
1.4.2025 05:20:24 [Error] Checking rare processing stack Pearl, with drop chance of 0.33 vs roll of 0.918180434926497!
1.4.2025 05:20:24 [Error] Roll 0.918180434926497 > drop chance 0.33, continuing...
1.4.2025 05:20:24 [Error] rareProcessingResultChances defined, length: 1

...

[Error] Checking rare processing stack Pearl, with drop chance of 0.33 vs roll of 0.25672165176678524!
1.4.2025 05:20:54 [Error] Giving resultstack Pearl (saltandsands:pearl) x 1 to entity 619135!

1.20.7 MP

RedRockG, Mar 29th 2025 at 2:20 PM

29.3.2025 09:09:48 [ Error ] Patch 0 ( target : game : config / tradelists / trader - clothing.json ) in saltandsands : patches / traders / trader - clothing.json failed because supplied path buying / list / - is invalid : The json path buying / list / - was not found . No such element ' list ' at the root path
29.3.2025 09:09:48 [ Error ] Patch 1 ( target : game : config / tradelists / trader - clothing.json ) in saltandsands : patches / traders / trader - clothing.json failed because supplied path buying / list / - is invalid : The json path buying / list / - was not found . No such element ' list ' at the root path
29.3.2025 09:09:48 [ Error ] Patch 2 ( target : game : config / tradelists / trader - clothing.json ) in saltandsands : patches / traders / trader - clothing.json failed because supplied path buying / list / - is invalid : The json path buying / list / - was not found . No such element ' list ' at the root path

 

Help?

 

 

LeoSpades, Mar 26th 2025 at 12:36 AM

All the clam textures are white with red question marks. sea or fresh clams. Also I don't see any coral, I see the plants. Not sure if I just haven't found any or not. I am also running on 1.20.5 so that might be it?

Ikaahi, Mar 25th 2025 at 7:10 PM

It's back!! I will no longer starve due to lack of shellfish ever again!!

Catasteroid , Mar 25th 2025 at 5:34 PM

Menelos Ah ok it might need a recompile for 1.20.6 if  you can't find coral at all-tgp, was hoping I wouldn't have to do that, I'll keep the african longspine urchin in mind, the trader patches I probably should've realised wouldn't work- they changed how trader's buying/selling was formatted and moved that data to a seperate file, I'll look into it.
Zwartgeest I think it should be compatible with older saves? No guarantees though. I don't know if L33tmaan has added compatability content for it yet.

Zwartgeest, Mar 25th 2025 at 7:54 AM
  1. is this compatible with expanded foods/a cullinary artillery?
  2. does this work with old saves?
Menelos, Mar 25th 2025 at 3:30 AM

Quack,
I found sea grass, water milfoil, scallops, clams, urchins, mussels.
When shift+h I can get their doc entry but with the African longspine sea urchin that does not work; I can lookup it up by inputing the name though. Other objects did not have this problem so far.

I was able to kill and open a clam and get the urchin meat too.

I used the block overlay mod to look for any coral block and generated many new blocks in the world but was not able to find any.
In the server log I found these warnings too:

Mar 25 11:31:51 Elwing vintage-story-server[1508769]: 25.3.2025 02:31:51 [Server Error] Patch 0 (target: game:config/tradelists/trader-clothing.json) in saltandsands:patches/traders/trader-clothing.json failed because supplied path buying/list/- is invalid: The json path buying/list/- was not found. No such element 'list' at the root path
Mar 25 11:31:51 Elwing vintage-story-server[1508769]: 25.3.2025 02:31:51 [Server Error] Patch 1 (target: game:config/tradelists/trader-clothing.json) in saltandsands:patches/traders/trader-clothing.json failed because supplied path buying/list/- is invalid: The json path buying/list/- was not found. No such element 'list' at the root path
Mar 25 11:31:51 Elwing vintage-story-server[1508769]: 25.3.2025 02:31:51 [Server Error] Patch 2 (target: game:config/tradelists/trader-clothing.json) in saltandsands:patches/traders/trader-clothing.json failed because supplied path buying/list/- is invalid: The json path buying/list/- was not found. No such element 'list' at the root path

Catasteroid thanks for the new version it is already partially working

\_o<

Catasteroid , Mar 24th 2025 at 11:23 PM

Ok it's uploaded, comment here or ping me on discord if the corals aren't spawning properly cause that means it needs a recompile for 1.20.6 specifically

Catasteroid , Mar 24th 2025 at 11:15 PM

Gonna upload a putative version 1.1.0 with a recompiled library- this should get the corals spawning properly if nothing else, but it does include updated language files and (hopefully) fixed coral/pearl bracelet items

SoupInCat, Mar 5th 2025 at 8:41 AM

Oh I do miss this mod so, I cannot wait for it to be updated for 1.20, its absolutely essential in my opinion. Hope development is going well!

Pislikeller, Feb 16th 2025 at 10:42 AM

I hope to see this updated someday, a truly great mod. Should be in vanilla.

Monster_Kern, Feb 1st 2025 at 3:56 PM

Thanks for sharing that info, Kasuxae_Xaesys.

Shame! It's such a nice mod. I hope it gets updated at some point!

Edit: I couldn't resist testing it for myself, but seems like hope alone is not enough to make this work. I made an ocean world and explored it for a while, but alas. No mod content at all.

Kasuxae_Xaesys, Jan 30th 2025 at 7:01 PM

I have tested this mod in 1.20.3 and a few things of note to anyone who attempts to use this mod in newer versions of the game.
I am posting this in the case that the mod creator sees this and may attempt to patch or improve the mod for newer versions of the game because I really like this mod.

As a rule of thumb, Running outdated mods in any game always has a risk of bugs, But some bugs to note are...
1. None of the new flora/fauna generates in any body of water.
2. The block "saltandsands:block-coralseed" always generates one block above sea level.

Those are the bugs of note and honestly, It is kind of expected, But I might as well share it here to save people time in testing it themselves since sometimes outdated mods can still run fine in newer versions of a game, a good example is rivers.

Javes, Jan 29th 2025 at 8:48 PM

Looking forward to a potential update and hopefully more content. Im honestly desperate for a thriving ocean/coastal biome.

QBSteve, Dec 13th 2024 at 2:33 AM

Is this mod going to be updated for 1.20? I'm asking since 1.20 does add some new ocean stuff iirc

wojtek16, Dec 2nd 2024 at 8:41 PM

I hope I get to see this mod explode in 1.20! Such a beautiful idea to expand on, good luck and hope you're doing well!

AlebenTod, Nov 29th 2024 at 1:07 PM

Catasteroid

Hello! I noticed that in your fashion there is a problem with writing scallop dishes in a pot.

https://imgur.com/YHLEnl2

 

https://imgur.com/a/SUlCH55

AzuliBluespots, Nov 15th 2024 at 2:56 PM

Catasteroid

Fully translated to pt-br over on Crowdin. Hope to see this on 1.20

AzuliBluespots, Nov 15th 2024 at 12:31 PM

Grugzilla

you probably need to go to new areas to get them. Not the kind of stuff that appears in already generated areas.

Grugzilla, Nov 7th 2024 at 8:49 PM

Does this mod only work if using on world generation? No mussels or milfoil spawning in my freshwater lake, just seaweed and water lily.

LumpyAcidFish, Nov 5th 2024 at 1:54 PM

cant wait

VesDeSoon, Nov 3rd 2024 at 6:16 AM
VesDeSoon, Nov 3rd 2024 at 6:16 AM
Catasteroid , Oct 29th 2024 at 9:32 AM

Shinji170981 The first set of lines are just debug messages I forgot to disable when I last updated the mod as I didn't touch the coral part of the code. The second is an issue with the block patches that place some of the urchins, I'll look to resolve that with the next version along with the translation issues for meals and the broken jewelry item textures

DrBubba, Oct 25th 2024 at 10:23 PM

My freshwater mussels will go into food (spewcifically soup), but they have the "code" name instead of "mussels".  Just FYI.  Using CA and Expanded Foods, as you'd expect.

 

Love the mod!

Shinji170981, Oct 23rd 2024 at 10:24 AM

Catasteroid Hi, every time I am booting up my server, i get these errors.
Is that normal or is there something I have to change?
I mean the mod works in game but I am not sure if this is intended.

I am using the latest version and a lot of other mods. Is there a mod which might conflict with yours?

23.10.2024 12:18:02 [Server Error] Beginning coral substrate type registration
23.10.2024 12:18:02 [Server Error] Converted coral type coralbrain-blue to code saltandsands:coralbrain-blue for assetlocation saltandsands:coralbrain-blue
23.10.2024 12:18:02 [Server Error] Converted coral type coralbrain-green to code saltandsands:coralbrain-green for assetlocation saltandsands:coralbrain-green
23.10.2024 12:18:02 [Server Error] Converted coral type coralbrain-red to code saltandsands:coralbrain-red for assetlocation saltandsands:coralbrain-red
23.10.2024 12:18:02 [Server Error] Converted coral type coralbrain-yellow to code saltandsands:coralbrain-yellow for assetlocation saltandsands:coralbrain-yellow
23.10.2024 12:18:02 [Server Error] Converted coral type coralfan-blue to code saltandsands:coralfan-blue for assetlocation saltandsands:coralfan-blue
23.10.2024 12:18:02 [Server Error] Converted coral type coralfan-orange to code saltandsands:coralfan-orange for assetlocation saltandsands:coralfan-orange
23.10.2024 12:18:02 [Server Error] Converted coral type coralfan-purple to code saltandsands:coralfan-purple for assetlocation saltandsands:coralfan-purple
23.10.2024 12:18:02 [Server Error] Converted coral type coralfan-red to code saltandsands:coralfan-red for assetlocation saltandsands:coralfan-red
23.10.2024 12:18:02 [Server Error] Converted coral type coralfan-violet to code saltandsands:coralfan-violet for assetlocation saltandsands:coralfan-violet
23.10.2024 12:18:02 [Server Error] Converted coral type coralfan-yellow to code saltandsands:coralfan-yellow for assetlocation saltandsands:coralfan-yellow
23.10.2024 12:18:02 [Server Error] Converted coral type coralstaghorn-blue to code saltandsands:coralstaghorn-blue for assetlocation saltandsands:coralstaghorn-blue
23.10.2024 12:18:02 [Server Error] Converted coral type coralstaghorn-orange to code saltandsands:coralstaghorn-orange for assetlocation saltandsands:coralstaghorn-orange
23.10.2024 12:18:02 [Server Error] Converted coral type coralstaghorn-purple to code saltandsands:coralstaghorn-purple for assetlocation saltandsands:coralstaghorn-purple
23.10.2024 12:18:02 [Server Error] Converted coral type coralstaghorn-yellow to code saltandsands:coralstaghorn-yellow for assetlocation saltandsands:coralstaghorn-yellow
23.10.2024 12:18:02 [Server Error] Converted coral type coraltable-brown to code saltandsands:coraltable-brown for assetlocation saltandsands:coraltable-brown
23.10.2024 12:18:02 [Server Error] Converted coral type coraltable-gray to code saltandsands:coraltable-gray for assetlocation saltandsands:coraltable-gray
23.10.2024 12:18:02 [Server Error] Converted coral type coraltable-green to code saltandsands:coraltable-green for assetlocation saltandsands:coraltable-green
23.10.2024 12:18:02 [Server Error] Converted coral type coraltable-red to code saltandsands:coraltable-red for assetlocation saltandsands:coraltable-red
23.10.2024 12:18:02 [Server Error] Converted coral type coraltube-blue to code saltandsands:coraltube-blue for assetlocation saltandsands:coraltube-blue
23.10.2024 12:18:02 [Server Error] Converted coral type coraltube-orange to code saltandsands:coraltube-orange for assetlocation saltandsands:coraltube-orange
23.10.2024 12:18:02 [Server Error] Converted coral type coraltube-pink to code saltandsands:coraltube-pink for assetlocation saltandsands:coraltube-pink
23.10.2024 12:18:02 [Server Error] Converted coral type coraltube-purple to code saltandsands:coraltube-purple for assetlocation saltandsands:coraltube-purple
23.10.2024 12:18:02 [Server Error] Converted coral type coraltube-red to code saltandsands:coraltube-red for assetlocation saltandsands:coraltube-red
23.10.2024 12:18:02 [Server Error] Converted coral type coraltube-yellow to code saltandsands:coraltube-yellow for assetlocation saltandsands:coraltube-yellow

23.10.2024 12:18:36 [Server Warning] Block patch Nr. 437: Unable to resolve block with code saltandsands:urchin-purple-saltwater-free. Will ignore.
23.10.2024 12:18:36 [Server Warning] Block patch Nr. 438: Unable to resolve block with code saltandsands:urchin-purple-saltwater-free. Will ignore.
23.10.2024 12:18:36 [Server Warning] Block patch Nr. 439: Unable to resolve block with code saltandsands:urchin-redspine-saltwater-free. Will ignore.
23.10.2024 12:18:36 [Server Warning] Block patch Nr. 440: Unable to resolve block with code saltandsands:urchin-redspine-saltwater-free. Will ignore.

September, Sep 30th 2024 at 1:42 PM

Great mod, but I want to report some issues. I crafted a Silver Pearl Brooch, and it's lovely (for being centered). However, the brooch adds other floating textures which looks really weird. You can find an image that shows this here.

Same for Pearl Bracelets (not sure if all of them). You can see it here.

You can even combine both of them to be extra hideous, lol. The accessories mentioned are unusable until the weird textures are removed.

 

MoonlitShade, Sep 21st 2024 at 12:24 AM

This is a sorely needed mod, and looks cool as hell. Good job.

AzuliBluespots, Sep 19th 2024 at 5:09 PM

Seems like this isn't spawning the clams and stuff on the shores on 1.20-pre2 :c

RuneScholar, Sep 14th 2024 at 9:46 AM

Cuddly_Khan

Yeah, I confirmed as much for myself with testing.

Cuddly_Khan, Sep 14th 2024 at 8:01 AM

RuneScholar

If you look at the description for the Biomes mod you'll see a list of all the (kinda*) compatible mods. Salt and Sands is not on that list. Any mod that hasn't been made compatible will not spawn anything from that mod in the world.

* It lists FotSA as compatible, but only some of the FotSA mods have compatibility. It also lists Wildcraft as compatible, but some newer version of Wildcraft have been released with new plants that haven't been made compatible yet.

RuneScholar, Sep 14th 2024 at 4:24 AM

Hydromancerx 

Do this mod’s items not spawn when using the Biomes mod? I have both and haven’t noticed the items from this mod, so that could be the issue.

LarekFlynn, Sep 12th 2024 at 11:05 PM

Loving the Mod but the new water plants look odd in winter as they have "frostable": true. Since they are underwater they should match vanilla seaweed which doesn't.

WickedSchnitzel, Sep 5th 2024 at 2:21 PM

Suggestion: since it's very dark underwater, maybe let the corals emit light a bit?

ChocolateLovely, Aug 28th 2024 at 2:21 AM

I'm gonna add to the chorus!  This needs to be patched into the Biomes mod.

It does look like a lot of work though.  I've got a bunch of Biomes Mod stuff to patch in.  If it comes to it, I'll upload a mod with the relevant patch.  I did it before; but if I do it... I'll have to be in the right mood...

Devaraja, Aug 24th 2024 at 10:19 PM

Big fan of this mod! I'd love to eventually see a drying feature for the urchins, or at least some way to display them with or without the spines. Being able to move them around and propagate them instead of having to process them outright once you pick them up would also be great, though I'm unsure of what methods would be best to accomplish repopulating them.
Excited to see what else this mod adds in the future!

Hydromancerx, Aug 9th 2024 at 4:13 PM

Please patch with the Biomes mod!

Whyban, Jul 29th 2024 at 9:28 PM

Make regrowable seaweed.

Aimli, Jul 29th 2024 at 2:28 PM

I'm having a little problem with my server.
It regularly “disappears” a 16*16 block and the server has to be restarted to get it back!

29.7.2024 22:23:14 [Server Notification] [helvehammerext] Harmony Patched Methods: GetHelveWorkableMode,
29.7.2024 22:23:14 [Server Event] Reading 'Feverstone Wilds' Config
29.7.2024 22:23:14 [Server Notification] Hello from template mod: Server
29.7.2024 22:23:14 [Server Notification] Compatibility lib: 1 assets added, 0 assets replaced.
29.7.2024 22:23:14 [Server Error] Failed loading patches file eftraders:patches/1.txt:
29.7.2024 22:23:14 [Server Error] Exception: Failed deserializing 1.txt: Error parsing boolean value. Path '', line 1, position 2.
at Vintagestory.Common.Asset.ToObject[T](JsonSerializerSettings settings) in VintagestoryLib\Common\Model\Asset.cs:line 65
at Vintagestory.ServerMods.NoObf.ModJsonPatchLoader.AssetsLoaded(ICoreAPI api) in VSEssentials\Loading\JsonPatchLoader.cs:line 103
29.7.2024 22:23:14 [Server Error] Patch 0 (target: aculinaryartillery:blocktypes/mixingbowl.json) in gmod:patches/ACulinaryArtillery/recipes/1.json failed because supplied path attributes/capacityLitres is invalid: The json path attributes/capacityLitres was not found. No such element 'capacityLitres' at the root path
29.7.2024 22:23:14 [Server Error] Patch 1 (target: aculinaryartillery:blocktypes/mixingbowlmini.json) in gmod:patches/ACulinaryArtillery/recipes/1.json failed because supplied path attributes/capacityLitres is invalid: The json path attributes/capacityLitres was not found. No such element 'capacityLitres' at the root path
29.7.2024 22:23:14 [Server Error] Failed loading patches file gmod:patches/xskills/recipes/grid/ingot-ts.json:
29.7.2024 22:23:14 [Server Error] Exception: Failed deserializing ingot-ts.json: Cannot deserialize the current JSON object (e.g. {"name":"value"}) into type 'Vintagestory.ServerMods.NoObf.JsonPatch[]' because the type requires a JSON array (e.g. [1,2,3]) to deserialize correctly.
To fix this error either change the JSON to a JSON array (e.g. [1,2,3]) or change the deserialized type so that it is a normal .NET type (e.g. not a primitive type like integer, not a collection type like an array or List<T>) that can be deserialized from a JSON object. JsonObjectAttribute can also be added to the type to force it to deserialize from a JSON object.
Path 'ingredientPattern', line 2, position 20.
at Vintagestory.Common.Asset.ToObject[T](JsonSerializerSettings settings) in VintagestoryLib\Common\Model\Asset.cs:line 65
at Vintagestory.ServerMods.NoObf.ModJsonPatchLoader.AssetsLoaded(ICoreAPI api) in VSEssentials\Loading\JsonPatchLoader.cs:line 103
29.7.2024 22:23:16 [Server Notification] JsonPatch Loader: 2936 patches total, successfully applied 2567 patches, missing files on 382 patches, unmet conditions on 2020 patches, had errors on 2 patches
29.7.2024 22:23:16 [Server Notification] [kemono] Loaded model: horse0
29.7.2024 22:23:16 [Server Notification] [kemono] Loaded model: kemono0
29.7.2024 22:23:16 [Server Notification] [kemono] Loaded race: unknown
29.7.2024 22:23:16 [Server Event] [xlib] Initialize skills
29.7.2024 22:23:16 [Server Event] [xlib] Registered 11 skills (0 disabled) and 142 abilities (0 disabled).
29.7.2024 22:23:16 [Server Event] [xlib] Initialize effects
29.7.2024 22:23:16 [Server Event] [xlib] Registered 34 effects and 0 effect triggers.

Sidfu, Jul 29th 2024 at 8:29 AM

mod causes ctd  with butcher mod. something with the bucket texture. the cause is  salt and sands not bucther mod. already verfied

bwalk, Jul 28th 2024 at 11:24 PM

i picked up a mussel and it crashed when it whent to my inventory and broke my game

dashr, Jul 27th 2024 at 2:19 PM

The game is crashing when you try grinding mussels in a mortar from ancient tools. Maybe you could fix that. Thank you! 

Edit 1: I've also posted this on the Ancient Tools Modpage, since the crashlog looks like it's an Ancient Tools issue. 

Edit Crashlog:

Running on 64 bit Windows 10.0.22621.0 with 65439 MB RAM
Game Version: v1.19.8 (Stable)
7/28/2024 2:58:18 PM: Critical error occurred in the following mod: ancienttools@1.5.18
Loaded Mods: ancientarmory@1.0.4, atwatersedge@1.4.1, autopanning@1.0.1, backpackpack@1.0.3, bettercompost@1.0.2, bettertraders@0.0.7, buzzybees@1.0.3, crudearrowupgrade@1.0.0, decor@1.1.1, hqzlights@1.1.1, entitiesinteract@1.0.11, HangingOilLamps@1.0.1, haybales@1.1.2, healthiertrees@1.0.0, meltingpp@1.0.2, millwright@1.1.6, molds@0.0.4, moredrygrass@0.2.0, mycodiversity@1.0.2, OBS@0.0.1, oils@1.2.2, TA_plainsandvalleys@1.0.5, plumpkins@1.0.3, primitivesurvival@3.6.1, saltandsands@1.0.2, spyglass@0.5.1, temporal_gears_stack@1.0.0, untamedwildsursidae@1.0.7, visibleore@1.0.1, volumetricshadingreupdated@0.7.5, game@1.19.8, alloycalculator@1.0.0, ancienttools@1.5.18, betterbloomeriesreborn@1.0.5, betterfirepit@1.1.4, betterjonasdevices@1.1.0, betterruins@0.3.7, biggercellars@1.0.0, blacksmithenhancements@1.0.5, carryon@1.7.4, chickenfeed@1.1.2, chickenSit@2.0.1, commonlib@2.4.0, composter@1.1.0, crosscomme@1.0.10, extrainfo@1.7.1, glowingarrows@1.2.2, heatretention@1.0.2, hudclock@3.4.0, kscartographytable@1.0.0, lichenredux@1.8.3, maltiezbows@1.0.4, medievalexpansion@3.13.1, natsachievements@1.1.0, nocokelost@1.0.0, particlesplus@1.1.0, passthruchutes@1.0.1, pelaguswinds@1.0.0, petai@2.2.4, pigfeed@1.0.4, rivers@3.1.0, sailboat@1.3.1, scarecrow@1.4.3, simplefootstepsredux@1.0.0, stillnecessaries@1.1.2, stonerailings@1.2.2, strspawnchances@0.1.3, survivalnutrition@1.0.0, th3dungeon@0.2.1, thecritterpack@0.9.1, creative@1.19.8, vsimgui@1.1.5, survival@1.19.8, whatbagwasthatagain@1.0.1, wildfarmingrevival@1.2.1, workbenchexpansion@1.8.0, xlib@0.8.6, configlib@1.3.13, feverstonewilds@1.5.0-rc.2, gespileslib@1.2.0, stonequarry@3.3.1, th3dungeontopentrance@0.1.1, xinvtweaks@1.6.6, xskills@0.8.8, entitiesconfiguration@1.0.9, gespilesgran@1.0.1, statushudcont@2.1.1
System.NullReferenceException: Object reference not set to an instance of an object.
at AncientTools.Utility.DisplayInventory.GenMesh(JsonObject generationProperties) in C:\Projects\VintageStory\Mods\ancienttools\src\utility\BlockEntityBaseClasses\DisplayInventory.cs:line 97
at AncientTools.BlockEntities.BEMortar.UpdateMeshes() in C:\Projects\VintageStory\Mods\ancienttools\src\blockentity\BEMortar.cs:line 513
at AncientTools.BlockEntities.BEMortar.OnInteract(IPlayer byPlayer) in C:\Projects\VintageStory\Mods\ancienttools\src\blockentity\BEMortar.cs:line 285
at AncientTools.Blocks.BlockMortar.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in C:\Projects\VintageStory\Mods\ancienttools\src\blocks\Mortar.cs:line 65
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 864
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected_Patch1(SystemMouseInWorldInteractions this, Single dt)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Event Log entries for Vintagestory.exe, the latest 2
==================================
{ TimeGenerated = 7/23/2024 1:12:34 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0x4a20
Faulting application start time: 0x0x1dadcf120e3c35f
Faulting application path: C:\Users\kimni\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\kimni\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 73e8e931-1748-443b-9114-6fe62e5e4823
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 7/22/2024 12:05:59 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0xe7c
Faulting application start time: 0x0x1dadc1ea9980b16
Faulting application path: C:\Users\kimni\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\kimni\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: ccb3e891-1a95-4bb7-b0fd-e048d31ca5c3
Faulting package full name:
Faulting package-relative application ID: }

image
small_fern, Jul 17th 2024 at 4:25 PM

So good to see this is finally out! Looks awesome!

hraabepex, Jul 14th 2024 at 6:02 PM

Absolutely love this mod for so many reasons, new renewable food types, adding to a near barren part of the map, encouraging/enabling settling in new areas, just how pretty the corals are. 

 

But I do want to second what tikimillie said, adding new beach plants would be great, but adding on, the two plants you have are already edible, to a degree. milfoil roots can be eaten as is and is sweet and crunchy. And there are at least 1 or 2 species of seagrass that are edible, and it wouldn't be a strech to assume this one is. they likely wouldn't have a ton of nutrients, I'm kinda imagining them similar to the miners lettuce from "wildcraft: herbs and spices". 

 

Secondly, and this may or may not be super possible as I know nothing about moding. but what about instead of putting the bivalves in the crafting grid with a knife and then shelling them in hand, just have them fresh/alive in the hand and right click them, but require a knife to be in the off hand? that would speed the process, make it less clunky, and be closer to the shucking process in real life. (on that note, I think pearls either have a higher than expected drop rate, or I have a mod messing with it's drop rate as I got like 1 to 1 drops to opens when I opened a batch).

 

I do also want to ask, do the sea urchens respawn? I know you said they had specific spawn conditions/climates, but I don't want to exterminate them in an area, and I can't "replant" them myself like I can the bivalves. I would love if either they respawn on their own over time or if I could cultivate them as well. 

 

None of this is complaints, this mod is awesome and will now be a permenant entry in my modlist, these are just suggestions to hopefully make this mod the best it can be. 

Hydromancerx, Jul 11th 2024 at 3:13 PM

Catasteroid

Please add support for the Biomes mod! Your stuff looks great but dosn't show up if it's not white listed in the biomes mod to specific regions.
Thanks in advance!

Tikimillie, Jul 11th 2024 at 11:18 AM

you should add some more edible things. maybe some more beachy critters like a way to eat the sea urchins, and maybe shrimp and lobsters and other critters like that.

in addition, here are some edible beach plants!

https://en.wikipedia.org/wiki/Honckenya
https://en.wikipedia.org/wiki/Crambe_maritima
https://en.wikipedia.org/wiki/Fucus_vesiculosus

https://en.wikipedia.org/wiki/Beta_vulgaris sea beet spesifically
https://en.wikipedia.org/wiki/Cakile

https://en.wikipedia.org/wiki/Plantago_maritima

https://en.wikipedia.org/wiki/Lepidium_latifolium

 

just as inspiration, if you're looking to make the beaches more edible. (gotta love eating the beach uwu.)

you could also add some mussels to the loottables of panning some types of sand.

 

bonus points if you add the ability to make kebobs lol

Tikimillie, Jul 11th 2024 at 11:08 AM

yummy

Catasteroid , Jul 10th 2024 at 10:57 PM

MableZ drakray I have tracked down the issue and have updated the mod listing with a version that has received a hotfix, it was an issue with a worldinteraction tooltip so it required a recompile of the dll to deal with, I also removed some of the debug messages but I forgot to remove the ones the corals make on starting up a world

drakray, Jul 10th 2024 at 10:15 PM

I got the same problem as MableZ, when scrolling over clam or scallop in my hotbar

CrashLog

Playing on a personal server, and now I can't connect

Holding "1"(items were in 5-6) while loading allow to connect, after couple of tries

MableZ, Jul 9th 2024 at 8:07 PM

I'm getting a crash, I think related to having bivalves and sea urchins on my hotbar:

Game Version: v1.19.8 (Stable)
7/9/2024 12:57:24 PM: Critical error occurred
Loaded Mods: saltandsands@1.0.1, game@1.19.8, creative@1.19.8, survival@1.19.8
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Config.TranslationService.KeyWithDomain(String key, String domain) in VintagestoryApi\Localization\TranslationService.cs:line 546
at Vintagestory.API.Config.TranslationService.HasTranslation(String key, Boolean findWildcarded, Boolean logErrors) in VintagestoryApi\Localization\TranslationService.cs:line 477
at Vintagestory.API.Config.Lang.Get(String key, Object[] args) in VintagestoryApi\Localization\Lang.cs:line 173
at Vintagestory.Client.NoObf.DrawWorldInteractionUtil.drawHelp(Context ctx, ImageSurface surface, ElementBounds currentBounds, ItemStack[] stacks, Double lineheight, WorldInteraction wi) in VintagestoryLib\Client\Systems\Gui\Huds\HudElementBlockInteractionHelp.cs:line 198
at Vintagestory.Client.NoObf.DrawWorldInteractionUtil.<>c__DisplayClass11_1.<ComposeBlockWorldInteractionHelp>b__1(Context ctx, ImageSurface surface, ElementBounds bounds) in VintagestoryLib\Client\Systems\Gui\Huds\HudElementBlockInteractionHelp.cs:line 95
at Vintagestory.API.Client.GuiElementCustomDraw.ComposeElements(Context ctxStatic, ImageSurface surfaceStatic) in VintagestoryApi\Client\UI\Elements\Impl\Static\GuiElementCustomDraw.cs:line 33
at Vintagestory.API.Client.GuiComposer.Compose(Boolean focusFirstElement) in VintagestoryApi\Client\UI\GuiComposer.cs:line 434
at Vintagestory.Client.NoObf.DrawWorldInteractionUtil.ComposeBlockWorldInteractionHelp(WorldInteraction[] wis) in VintagestoryLib\Client\Systems\Gui\Huds\HudElementBlockInteractionHelp.cs:line 111
at Vintagestory.Client.NoObf.HudHotbar.RecomposeActiveSlotHoverText(Int32 newSlotIndex) in VintagestoryLib\Client\Systems\Gui\Huds\HudHotbar.cs:line 533
at Vintagestory.Client.NoObf.HudHotbar.<>c__DisplayClass42_0.<OnActiveSlotChanged>b__0() in VintagestoryLib\Client\Systems\Gui\Huds\HudHotbar.cs:line 465
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 776
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Arthopleura, Jul 9th 2024 at 7:24 AM

Catasteroid I think bioluminescent coral doesn't exist, but you could add bioluminescent anemones, jellyfish and even some special particule effect (from plankton) which all exist in real life !

Also, you've added different kind of seashell meat, why not doing like all other meat and just adding one meat for all ? I don't mind but this is new, most of the time in different mods (even in games) we end up with multiple different animals sharing similar loots (in different variety) .

Also like this mod, look cool, but is it compatible with crabb's biome mod ? I have both installed, and i've played a bit since you released, but no luck finding any new stuff ...

Catasteroid , Jul 8th 2024 at 11:20 PM

Right folks the 1.0.1 version should address the issues identified earlier, the coral and bivalve registration error messages are still there but once I get a new version of the dll compiled I'll make sure to have them silenced

Blaze_wraith I've let L33tmaan know, he has a lot on his plate already (lol) but I'm sure he'll pull through for us and set up compatibility for this mod at some point

drakray Honestly even if it's unrealistic I might make an add-on mod to add some bioluminescent corals and plants underwater to provide lighting, it's honestly a shame the water's so murky as it makes it hard to appreciate how vibrant the corals are

BluntTongs, Jul 8th 2024 at 9:46 PM

This is awesome, I've been waiting for this mod for a while now after seeing all the previews in the Discord. Congratz on the release!!! The corals are so pretty!

Tobymaxgames, Jul 8th 2024 at 8:57 PM

Fantastic mod, oceans have been so empty for so long. an idea I had for something you could add was Standard Dive Suits, since some oceans can be too deep for a seraph to get to the bottom. they could come in different tiers with each tier allowing more time underwater + deeper diving. copper would allow you to go down 50 blocks, bronze down to 100, iron down to 150, etc.

Catasteroid , Jul 8th 2024 at 8:36 PM

WickedSchnitzel The messages concerning coral conversion aren't errors as such; they're indicators that the coral registration code is working properly, likewise with the livebivalve debug messages reporting being turned off. The failure to resolve blocks is a genuine issue that I'll be looking into. Thanks for reporting them, I appreciate the feedback!
I installed a large number of debug messages in the mod's code to provide useful identifying information in the event that an item or block misbehaves or breaks entirely, I had elected to disable large portions of these messages in the hopes that it wouldn't be required but evidently that's not the case lol. 
Also I don't believe I have any seaweed models in the mod right now, the code exists for new seaweed types but I never implemented any models because I didn't have an appropriate texture

NAVAROME, Jul 8th 2024 at 6:56 PM

good sucess for this mod

drakray, Jul 8th 2024 at 3:40 PM

Seems nice, will try it once WickedScnitzel's reported stuff are adressed

A suggestion, maybe some bioluminescent coral, to light up the place, especially for deep water

It could make for some nice underwater build/deco, without having to resort to oil lamp and such

Following!, thank you for your good work :D

WickedSchnitzel, Jul 8th 2024 at 2:59 PM

Plus it seems like your models do replace the lower parts of vanilla seaweed only, while the upper parts will remain on top of your models.

WickedSchnitzel, Jul 8th 2024 at 2:55 PM

Getting quite a few errors. You may want to open up a github or discord thread.

[Warning] Failed resolving crafting recipe ingredient with code saltandsands:clothes-neck-pearl-necklace in Grid recipe
8.7.2024 16:49:24 [Error] Grid Recipe 'saltandsands:recipes/grid/wearable/jewelry.json': Output Item code saltandsands:clothes-neck-pearl-necklace cannot be resolved
8.7.2024 16:49:24 [Warning] Failed resolving crafting recipe ingredient with code saltandsands:bivalvemeat-raw in barrel recipe saltandsands:recipes/barrel/curedmeat.json
8.7.2024 16:49:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code saltandsands:{meat}-cured in barrel recipe saltandsands:recipes/barrel/curedmeat.json
8.7.2024 16:49:24 [Warning] Failed resolving a blocks item drop or smeltedstack with code saltandsands:urchin-pacificpurple in Block saltandsands:urchin-pacificpurple-saltwater-free
8.7.2024 16:49:24 [Warning] Failed resolving a blocks item drop or smeltedstack with code saltandsands:urchin-redspined in Block saltandsands:urchin-redspined-saltwater-free
8.7.2024 16:49:24 [Warning] Failed resolving a blocks item drop or smeltedstack with code saltandsands:urchin-pacificpurple in Block saltandsands:urchin-pacificpurple-ice-free
8.7.2024 16:49:24 [Warning] Failed resolving a blocks item drop or smeltedstack with code saltandsands:urchin-redspined in Block saltandsands:urchin-redspined-ice-free
8.7.2024 16:49:24 [Warning] Failed resolving a blocks item drop or smeltedstack with code saltandsands:urchin-pacificpurple in Block saltandsands:urchin-pacificpurple-saltwater-snow
8.7.2024 16:49:24 [Warning] Failed resolving a blocks item drop or smeltedstack with code saltandsands:urchin-redspined in Block saltandsands:urchin-redspined-saltwater-snow
8.7.2024 16:49:24 [Warning] Failed resolving a blocks item drop or smeltedstack with code saltandsands:urchin-pacificpurple in Block saltandsands:urchin-pacificpurple-ice-snow
8.7.2024 16:49:24 [Warning] Failed resolving a blocks item drop or smeltedstack with code saltandsands:urchin-redspined in Block saltandsands:urchin-redspined-ice-snow

 

[Error] Beginning coral substrate type registration
8.7.2024 16:49:26 [Error] Converted coral type coralbrain-blue to code saltandsands:coralbrain-blue for assetlocation saltandsands:coralbrain-blue
8.7.2024 16:49:26 [Error] Converted coral type coralbrain-green to code saltandsands:coralbrain-green for assetlocation saltandsands:coralbrain-green
8.7.2024 16:49:26 [Error] Converted coral type coralbrain-red to code saltandsands:coralbrain-red for assetlocation saltandsands:coralbrain-red
8.7.2024 16:49:26 [Error] Converted coral type coralbrain-yellow to code saltandsands:coralbrain-yellow for assetlocation saltandsands:coralbrain-yellow
8.7.2024 16:49:26 [Error] Converted coral type coralfan-blue to code saltandsands:coralfan-blue for assetlocation saltandsands:coralfan-blue
8.7.2024 16:49:26 [Error] Converted coral type coralfan-orange to code saltandsands:coralfan-orange for assetlocation saltandsands:coralfan-orange
8.7.2024 16:49:26 [Error] Converted coral type coralfan-purple to code saltandsands:coralfan-purple for assetlocation saltandsands:coralfan-purple
8.7.2024 16:49:26 [Error] Converted coral type coralfan-red to code saltandsands:coralfan-red for assetlocation saltandsands:coralfan-red
8.7.2024 16:49:26 [Error] Converted coral type coralfan-violet to code saltandsands:coralfan-violet for assetlocation saltandsands:coralfan-violet
8.7.2024 16:49:26 [Error] Converted coral type coralfan-yellow to code saltandsands:coralfan-yellow for assetlocation saltandsands:coralfan-yellow
8.7.2024 16:49:26 [Error] Converted coral type coralstaghorn-blue to code saltandsands:coralstaghorn-blue for assetlocation saltandsands:coralstaghorn-blue
8.7.2024 16:49:26 [Error] Converted coral type coralstaghorn-orange to code saltandsands:coralstaghorn-orange for assetlocation saltandsands:coralstaghorn-orange
8.7.2024 16:49:26 [Error] Converted coral type coralstaghorn-purple to code saltandsands:coralstaghorn-purple for assetlocation saltandsands:coralstaghorn-purple
8.7.2024 16:49:26 [Error] Converted coral type coralstaghorn-yellow to code saltandsands:coralstaghorn-yellow for assetlocation saltandsands:coralstaghorn-yellow
8.7.2024 16:49:26 [Error] Converted coral type coraltable-brown to code saltandsands:coraltable-brown for assetlocation saltandsands:coraltable-brown
8.7.2024 16:49:26 [Error] Converted coral type coraltable-gray to code saltandsands:coraltable-gray for assetlocation saltandsands:coraltable-gray
8.7.2024 16:49:26 [Error] Converted coral type coraltable-green to code saltandsands:coraltable-green for assetlocation saltandsands:coraltable-green
8.7.2024 16:49:26 [Error] Converted coral type coraltable-red to code saltandsands:coraltable-red for assetlocation saltandsands:coraltable-red
8.7.2024 16:49:26 [Error] Converted coral type coraltube-blue to code saltandsands:coraltube-blue for assetlocation saltandsands:coraltube-blue
8.7.2024 16:49:26 [Error] Converted coral type coraltube-orange to code saltandsands:coraltube-orange for assetlocation saltandsands:coraltube-orange
8.7.2024 16:49:26 [Error] Converted coral type coraltube-pink to code saltandsands:coraltube-pink for assetlocation saltandsands:coraltube-pink
8.7.2024 16:49:26 [Error] Converted coral type coraltube-purple to code saltandsands:coraltube-purple for assetlocation saltandsands:coraltube-purple
8.7.2024 16:49:26 [Error] Converted coral type coraltube-red to code saltandsands:coraltube-red for assetlocation saltandsands:coraltube-red
8.7.2024 16:49:26 [Error] Converted coral type coraltube-yellow to code saltandsands:coraltube-yellow for assetlocation saltandsands:coraltube-yellow
8.7.2024 16:49:26 [Error] Resolved block code bivalvereef-scallop-saltwater-establishing-free, for live bivalve item saltandsands:bivalve-scallop-live
8.7.2024 16:49:26 [Error] ItemLiveBivalve debugMessages is FLASE, no debug messages will be printed and logged...
8.7.2024 16:49:26 [Error] Resolved block code bivalvereef-clam-saltwater-establishing-free, for live bivalve item saltandsands:bivalve-clam-live
8.7.2024 16:49:26 [Error] ItemLiveBivalve debugMessages is FLASE, no debug messages will be printed and logged...
8.7.2024 16:49:26 [Error] Resolved block code bivalvereef-freshwatermussel-water-establishing-free, for live bivalve item saltandsands:bivalve-freshwatermussel-live
8.7.2024 16:49:26 [Error] ItemLiveBivalve debugMessages is FLASE, no debug messages will be printed and logged...

 

8.7.2024 16:49:32 [Warning] Block patch Nr. 194: Unable to resolve block with code saltandsands:urchin-purple-saltwater-free. Will ignore.
8.7.2024 16:49:32 [Warning] Block patch Nr. 195: Unable to resolve block with code saltandsands:urchin-purple-saltwater-free. Will ignore.
8.7.2024 16:49:32 [Warning] Block patch Nr. 196: Unable to resolve block with code saltandsands:urchin-redspine-saltwater-free. Will ignore.
8.7.2024 16:49:32 [Warning] Block patch Nr. 197: Unable to resolve block with code saltandsands:urchin-redspine-saltwater-free. Will ignore.

DeanBro, Jul 8th 2024 at 1:45 PM

It looks very cool!

111, Jul 8th 2024 at 1:42 PM

Amazing Mod!

Needs some lighting though

Blaze_wraith, Jul 8th 2024 at 1:30 PM

hope the food part in compatable with expanded food/culinary artilery 

Arthopleura, Jul 8th 2024 at 1:18 PM

Is this compatible with crabb's biome mod ?

Wandour, Jul 8th 2024 at 1:13 PM

you sir, are a LEGEND

Moby_, Jul 8th 2024 at 1:03 PM

is that the sound of an ABSOLUTELY AWESOME MOD being released?

Can't wait to try an insular survival with that + sailboats, or maybe a castaway-style survival?