Mods / Seafarer
- Tags:
- Author:
- TechnoGoth
- Side:
- Both
- Created:
- Apr 4th at 6:15 AM
- Last modified:
- Jun 15th at 2:34 AM
- Downloads:
- 21622
-
Recommended download (for Vintage Story 1.22.0-pre.1 - 1.22.3):
seafarer_0.5.15.zip 1-click install
Get out of the mines. The ocean is calling.
Seafarer is a seafaring and survival mod that takes Vintage Story beyond the underground. Build vessels, preserve food for long voyages, cultivate tropical crops, and cook meals worthy of a captain's table. Every feature is designed around one theme: life on the coast and the open water.
Requirs Progression Framework 1.1.0
What This Mod Adds
Seafaring
- Log Barge — A wide, flat-decked vessel built from logs, sticks, and rope. Available from the stone age. Holds six expansion slots for chests, barrels, storage vessels, lanterns, and oil lamps. Attach a linen sail for wind-powered travel.
- Outrigger — A faster, narrower seagoing vessel for advanced shipbuilders. Build it in two stages from rollers and a schematic, or skip the schematic if you're a trained shipwright. Designed for longer hops between coastal points.
- Waterskin — A primitive leather water container. Holds 4 litres of liquid — no pottery required.
Tortuga
A small, desolate port — torn from the old world by a temporal typhoon and left to rot. Aged rotting hulls of vessels half-submerged in the harbour. Five survivors remain, each maintaining their trade as best they can.
Rebuilding the Port
Each survivor offers a quest that rebuilds part of the port. Complete enough of them and Tortuga advances from Destitute to Struggling — trader stock changes, currency increases, and new tool tiers (black bronze) unlock across all shops.
Evolving Traders
NPCs remember what you've done for them. Stock lists, dialogue, and trade prices shift as your relationship with each one deepens. Help Drake rebuild and he'll teach you the shipwright's craft. Help Celeste recover her lost treasure and she'll start running rum-for-treasure-map trades.
Food Preservation
A full multi-stage meat preservation pipeline built around salt, sun, and patience:
- Salt Pan — Clayformed and kiln-fired. Fill with saltwater under open sky and let the sun do the work. Your primary source of salt.
- Prep Table — A two-block workstation for salt-rubbing meat, cracking coconuts, pressing sugar cane, and more. Or rub meat directly on a full salt pan in a pinch.
- Drying Frame — Air-dry salted meat, corn, tomatoes, chilies, and coconut outdoors. Wind speeds drying; rain ruins everything.
- Salting → Drying → Soaking — Rub meat with salt, let it cure, dry it on a frame, then soak in a barrel to rehydrate. The full chain produces slacked meat ready for cooking in stews, soups, pies, or seared on a griddle.
Shellfish & Foraging
- Live Clams — Found on the coast. Place on the ground and shuck with a knife to get premium fish meat and a clam shell. Also works as a grid recipe.
- Shell Crushing — Crush seashells with a hammer or stone to make crushed shell. Fire it into lime for mortar and soil amendments.
- Mud Raking — Use the mud rake on muddy ground to dig up shells, clay, and other finds.
Tropical Crops
- Corn — Grow it, dry it, soak with limewater (nixtamalization), grind into masa, and make tortillas on the griddle. Also brews into corn beer and distills into whiskey.
- Coconut Palms — A tropical fruit tree yielding coconuts. Crack them open with a knife or hammer for water and meat. Press the meat for milk, let the milk separate into oil. Also brews into toddy and arrack.
- Sugar Cane — Press for juice, boil into molasses, cook into sugar. Dissolve sugar into syrup and preserve fruit as candied sweets. Distill into white or dark rum.
- Chilies & Tomatoes — Bush crops for warm climates. Roast, dry, or cook fresh.
Cooking — The Griddle
- Griddle & Griddle Hearth — A flat cooking surface on a stone hearth. Start with ceramic, upgrade to copper, bronze, iron, or steel.
- Griddle Recipes — Flatbread, oiled flatbread, tortillas, seared meat, seared fish, pan-seared fish, roasted chilies, toasted coconut, seared tomatoes, and burritos.
- Burritos — Place a tortilla, fill it with up to two ingredients (meat, vegetables, cheese, eggs, chilies, and more), then sear it shut on the griddle.
Fermentation & Storage
Fermentation
- Onggi Jar — A 20-litre clay fermentation vessel. Works like a barrel for any barrel recipe — fermentation, brining, soaking, and more.
- Garum, Soy Sauce, Hot Sauce, Miso — Fermented condiments brewed in barrels from fish, soybeans, chilies, and grains.
- Kimchi — Fermented shredded cabbage with dried chili. Long-lasting and good in stews.
- Fermented Vegetables & Meat — Brine your harvest for extended preservation.
Containers
- Amphora (Liquid) — A tall clay vessel holding 10 litres. Seal with beeswax or fat to preserve contents for long voyages.
- Amphora (Storage) — A wide-bodied clay vessel with 8 inventory slots. Seal to preserve dry goods.
Compatibility
Everything else in the mod is net new content, so it should be compatible with most mods.
Tested & Supported:
- ConfigLib — All settings tunable in-game via the ConfigLib UI.
- Hydrate or Diedrate</a > — Exposure tiers increase thirst rate.
- Expanded Foods — Partial support for using new ingredients in EF recipes.
- Shipwright </a > - Should be work fine with its many ships.
- Biodiversity Orchard</a > - Supports custom fruit trees added in Biod diversity Orchard.
- Novelty- Added support
- Eternal Stew - Added support
| Subsystem | Setting | Default | Description |
|---|---|---|---|
| Drying Frame | EnableWindDrying |
true |
Toggle wind-based drying acceleration. |
| Drying Frame | EnableRainRot |
true |
Toggle rain-based spoilage on the rack. |
| Drying Frame | DryingSpeedMultiplier |
10 |
Base drying speed multiplier on the rack. |
| Drying Frame | WindDryMultiplier |
30 |
Bonus drying speed per unit of wind. |
| Drying Frame | RainRotMultiplier |
2.0 |
Perish speed multiplier during rain. |
| Drying Frame | RainThreshold |
0.05 |
Rainfall level above which rain rot activates. |
| Salt Pan | Enabled |
true |
Master toggle for salt pan evaporation. |
| Salt Pan | CapacityLitres |
10 |
Litres of saltwater the pan holds. |
| Salt Pan | BaseEvapRatePerHour |
0.208 |
Evaporation rate (L/hr) at 20°C. |
| Salt Pan | SaltYieldPerLitre |
0.4 |
Salt items per litre evaporated. |
| Salt Pan | MinEvaporationTemperature |
0 |
Below this temperature, evaporation stops. |
| Salt Pan | MaxTemperatureMultiplier |
2.0 |
Maximum evaporation speed cap. |
| Griddle | CookSpeedMultipliers |
clay 1.0 / copper 1.5 / bronze 1.75 / iron 2.0 / steel 2.0</code
>
|
Cooking speed per griddle material. |
| Griddle | CookingTickIntervalMs |
500 |
Milliseconds between cooking ticks. |
| Mud Rake | DropRollsPerBlock |
3 |
Number of times the drop table is rolled per block raked. |
| Boats | LogbargeSpeedMultiplier |
0.9 |
Speed multiplier for the log barge. Applies on next boat spawn or world load. |
| Boats | OutriggerSpeedMultiplier |
2.0 |
Speed multiplier for the outrigger. Applies on next boat spawn or world load. |
| Story Structures | structure-tortuga |
true |
Generate the Tortuga port. Disabling only stops generation in newly generated chunks; existing copies stay in the save. |
| Story Structures | structure-potatoking |
true |
Generate the Potato King's House. Disabling only affects newly generated chunks. |
| Story Structures | structure-wreck-crimsonrose |
true |
Generate the Wreck of the Crimson Rose. Disabling only affects newly generated chunks. |
| Story Structures | structure-abandoned-farm |
true |
Generate the Abandoned Farm. Disabling only affects newly generated chunks. |
All settings tunable in-game via ConfigLib; If config changes don't work restart the server. or manually update the config file and restart.</em >
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.5.15 | seafarer | 4016 | Jun 15th at 2:34 AM | seafarer_0.5.15.zip | 1-click install | ||
| |||||||
| 0.5.14 | seafarer | 929 | Jun 10th at 2:36 AM | seafarer_0.5.14.zip | 1-click install | ||
|
Fixed a missing config setting that allowed coconuts to be used to x-ray through the terrian | |||||||
| 0.5.13 | seafarer | 627 | Jun 7th at 8:06 PM | seafarer_0.5.13.zip | 1-click install | ||
| |||||||
| 0.5.12 | seafarer | 3398 | May 25th at 6:05 AM | seafarer_0.5.12.zip | 1-click install | ||
| |||||||
| 0.5.11 | seafarer | 911 | May 21st at 5:47 AM | seafarer_0.5.11.zip | 1-click install | ||
| |||||||
| 0.5.10 | seafarer | 424 | May 20th at 2:12 AM | seafarer_0.5.10.zip | 1-click install | ||
| |||||||
| 0.5.9 | seafarer | 1128 | May 15th at 11:35 PM | seafarer_0.5.9.zip | 1-click install | ||
| |||||||
| 0.5.8 | seafarer | 309 | May 15th at 2:20 PM | seafarer_0.5.8.zip | 1-click install | ||
| |||||||
| 0.5.7 | seafarer | 1359 | May 13th at 2:50 AM | seafarer_0.5.7.zip | 1-click install | ||
| |||||||
| 0.5.5 | seafarer | 758 | May 10th at 4:30 AM | seafarer_0.5.5.zip | 1-click install | ||
| |||||||
| 0.5.4 | seafarer | 424 | May 9th at 5:12 PM | seafarer_0.5.4.zip | 1-click install | ||
| |||||||
| 0.5.3 | seafarer | 233 | May 9th at 5:43 AM | seafarer_0.5.3.zip | 1-click install | ||
| |||||||
| 0.5.2 | seafarer | 875 | May 4th at 12:36 AM | seafarer_0.5.2.zip | 1-click install | ||
|
Fixed
| |||||||
| 0.5.1 | seafarer | 206 | May 3rd at 5:22 PM | seafarer_0.5.1.zip | 1-click install | ||
|
FixesSave
| |||||||
| 0.5.0 | seafarer | 726 | Apr 30th at 6:48 AM | seafarer_0.5.0.zip | 1-click install | ||
|
Big release for newly port town of Tortuga complete with quests and trading improvements.
| |||||||
| 0.2.9 | seafarer | 2893 | Apr 11th at 12:56 AM | seafarer_0.2.9.zip | 1-click install | ||
| |||||||
| 0.2.8 | seafarer | 31 | Apr 11th at 12:21 AM | seafarer_0.2.8.zip | 1-click install | ||
| |||||||
| 0.2.7 | seafarer | 225 | Apr 9th at 6:53 AM | seafarer_0.2.7.zip | 1-click install | ||
| |||||||
| 0.2.6 | seafarer | 321 | Apr 7th at 11:57 PM | seafarer_0.2.6.zip | 1-click install | ||
| |||||||
| 0.2.4 | seafarer | 194 | Apr 7th at 4:12 AM | seafarer_0.2.4.zip | 1-click install | ||
| |||||||
| 0.2.3 | seafarer | 121 | Apr 6th at 7:35 AM | seafarer_0.2.3.zip | 1-click install | ||
| |||||||
| 0.2.2 | seafarer | 177 | Apr 5th at 7:28 AM | seafarer_0.2.2.zip | 1-click install | ||
|
Fixed - Tortilla dough recipe working Improvements - Added Expanded Foods compatability. | |||||||
| 0.2.1 | seafarer | 209 | Apr 4th at 7:39 AM | seafarer_0.2.1.zip | 1-click install | ||
|
Renamed mod after finding out there was an existing Salt and Sand mod | |||||||
| 0.2.0 | saltandsand | 5 | Apr 4th at 6:17 AM | Release Retracted | |||
Retraction Reason:Renamed mod to not collide with existing Salt and Sand mod. Changelog:Inital release | |||||||
| 0.1.9 | seafarer | 596 | Apr 11th at 3:05 AM | seafarer_0.1.9.zip | 1-click install | ||
| |||||||
| 0.1.7 | seafarer | 209 | Apr 9th at 6:54 AM | seafarer_0.1.7.zip | 1-click install | ||
| |||||||
| 0.1.6 | seafarer | 150 | Apr 8th at 12:00 AM | seafarer_0.1.6.zip | 1-click install | ||
| |||||||
| 0.1.5 | seafarer | 86 | Apr 7th at 3:08 PM | seafarer_0.1.5.zip | 1-click install | ||
|
fix - broken texture for fired amphoras. | |||||||
| 0.1.4 | seafarer | 82 | Apr 7th at 3:48 AM | seafarer_0.1.4.zip | 1-click install | ||
|
Legacy support edition by popular demand for 1.21.6
| |||||||




How do I seal the Amphora (Liquid)? I place it on the ground full is liquid, but I can't apply fat or beeswax
Barge sail changes nothing when added to the barge. :(
Hi!
I may just be COMPLETELY overlooking something, but I am having a really hard time trying to get the Prep Table to work with salting ANYTHING that I have tried (tomatos, bush meat, meat). I put an empty barrel on the shelf, fill the barrel with salt, I place the salt pan in the right/left tool slot, and then do the who right click rig-a-ma-role and I get nothing. I lose. It just places it in the tool space. Am I missing something?
I'm having a similar issue with sugar cane. This mod is fantastic so far! I get so excited to find new crops etc. But then I brought my fancy new sugar cane home and made a prep table, and nothing's happening no matter what I try :') I even made a fruit press and set it in a prep table slot but can't interact with it further, I've tried using various tools on the cane placed directly on the table, etc. Nada...
Hey, I just happened to run into this comment from someone else on the Food Shelves mod page, and I wonder if it is the cause of our issues with the prep table as well:
"Vanilla game, even today, has a bug where the multiblock blocks don't inherit some configuration stuff from the "master" block. Since the Meat Freezer is a multiblock container (a block that occupies more than 1 block of space), it suffers from this issue. It means that items that have interactions (like eating) take precedence over the Meat Freezer interactions, so the game basically treats it as if you didn't interact with it at all.
This also in turn means that blocks that have the exact same code - like Fruit Cooler - don't suffer from this issue, since the Fruit Cooler only occupies 1 block of space.
https://github.com/anegostudios/VintageStory-Issues/issues/9199
I've already reported the bug, but it will be fixed in 1.23 version of the game. Until then - we're stuck with it ¯\_(ツ)_/¯."
Hi ! I saw in the handbook for the barge that you could attach it with a "rope tie post". What is this ? And how do I use it ?
How do I use the mud rake? I have it equipped, right click on muddy gravel and it doesn't do anything?
You should dig the muddy gravel with it
love your work so far.
please keep updating and progressing this amazing, high potential mod.
Some suggested fixes. Sugarcane/corn has no sound when breaking them.
Making rum is crazy painful, a stack of sugarcane only makes 1 liter, or half a liter if its dark rum.
There is a language code issue with potatos in meals.
I noticed many of the trades at Tortuga seem to contain arbitrary items, which I assume is a bug. Weird things like the clothing trader selling an Iron axe for 3 gears, and many of them buying electrum rods and quarter Acacia logs. I have other mods installed, so I wouldn't be surprised if it was some kind of incompatibility. Do you by chance have some kind of debug command to reset the trades?
EDIT 2: After reinstalling the mod, the conflict with LTF was solved but now the corn cider shows as a white background red question mark unkown item on the handbook, and trying to examine it crashes the game.
Sounds like an issue with the LTF patch. I'll take a look shouldn't be hard to resolve.
Outrigger canoe recipe in handbook isn't working? It just says handbook-seafarer-outrigger-craftinfo
So... new to the mod. How hard is it to find Tortuga? Because I'm not sure if I'm even heading in the right direction for it.
Could we get a toggle for the Tortuga stuff? Or, really, that would make for a great companion mod to the core seafaerer stuff, because I wanna use seafarer and add it to my Japan-theme playthrough, but....Tortuga, as cool as it is, doesn't fit.
Love your work!
Ya, if you have the configlib mod installed you can toggle off Tortuga and the other story structures via the config settings.
I think you should make it so Tortuga can only spawn in proximity to salt water, because at the moment it's spawning in the middle of rivers from the rivers mod.
i cant hang cane mash on drying frame after squizeeing, i can hang chili but cane 0 action.
also for some reason my griddle gets instantly extinguished, its under roof , can't ignite it.
Safe to add on an existing world? I'm cursing myself for not finding this mod sooner before creating a new world....
Should be fine to add to an existing work. Worse comes to worse you'll need to manually add the story structures. The mod is more stone age to bronze age focued at the moment.
Hey, love the mod so far. Game runs it but loads with this error for each of the mod NPCs.
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 'code', line 2, position 9.
Not sure how to fix it or if it will cause issues one I start working the quest lines at Tortuga.
try upgrading the progression framework mod to Progression Framework 1.1.0 it fixes a bunch of issues and compatability problems.
open a coconut. Use the water texture to X-ray when placed on the ground. Can you look into this and fix please?
Haha, I don't how that's happening or how you noticed it. Probably just an unexpected transparency issue on the texture.
We're AoS xD I got a server running 120 player cap with a queue of 80 to get in on peak hours. We're stress testing your mod. A handful of players caught this coconut issues. It also looks like possibly that your mod has compatability issues with Freakyusers Shipwright mod. We're getting odd, oddddd behavoirs with the boats and he is convinced it stems from your mod. Also, seafarer foods, cannot be put into Eternal Stew mod items. I'll try to get you more targeted feedback with error logs.
Not familiar with eternal stew but a look at the mod page make seem like it'll be fairly easy for me to add a patch for supporting throwing food in there.
If you let me know what Shipwright issues you're having I can try taking a looking. There is some unfinshed ship stuff in Seafarer to add Health to ships but that's not wired up anywhere yet. Only other potentially compatibility issue I can think of might be around building ships. But that seems unlikely.
For some reason, whenever I try to add this to my server, it isnt being added to the server. I download it into the folder it needs to go, but no cigar. almost like it needs a dependency. Am I missing something?
ya, you'll need the latest version of Progression Framework 1.1.0 to use Seafarer
ah thanks :D
What's the update change/bring?
Just bug fixes
Having an issue with the game freezing and having to force quit with the update 0.5.13 today. Happens when loading an existing world after updating from the previous mod version, immediatly freezes on load. Sound still works but otherwise I have to force quit.
I did get it to load once without issue, but nothing since. For now reverting to last version.
Last time I went to Tortuga all the animals kept there were below generation 10 and their boars kicked the shit out of me and took my lunch money. Also spawned in the center of a lake but that was badass
Mine also spawned in the center of a lake and got killed by a boar after jumping from the hill Celete's lighthouse is on and clipping the docks, then the boar charged me from behind while I was already on like 2HP it was hilarious.
Is there a way to reset quests? One of my players threw away a key item and lost it.
Most of the quest givers will give a replacement item if asked. Have to double check if I added that dialog option to all of them. But you can also spawn the quest item through the creative mode menu.
Thank you :)
No idea what I'm doing wrong but I can't figure out how to make green planks. Help would be appreciated.
hey so this might just be a bad mod interaction but the tradeer in tortuga are super glitched for me their are 2 morgans and both of them are prettymuch exclusivly buying wattle gates a selling a random assortment of items i checked some other villagers and its the same story only they didnt have a clone
Bagasse causes a critical error when placed on the ground and it spills to the side like coal does. I'd give you a crash log but I was too panicked trying to save my server when it happened and I am not willing to place it down again for fear of that happening once more.
Hey there, I've been having trouble with the sugar syrup recipe. I have both Seafarer and LTF installed and the recipe for LTF sugar syrup supercedes the Seafarer sugar syrup which prevents me from making candied fruits.
Placed outrigger building rollers on ground. Run home for materials. When returned - outrigger construction site become vanilla boat construction site o_O
Is the outrigger schematic a random loot or is it exclusively from the port? Haven't been able to find the schematic or port yet.
The handbook says to use dried chili to make hot sauce but the recipe for hot sauce is tagged to fresh chili
Doing the shipwrite quests.. 694/100 and i no longer can get any information from drake?
It promts me to talk to him but when i open the chat dialog to see waht to do its jsut a blank window and im at a loss.
https://gyazo.com/a4700e5552eda6ef8866e2f0b99e8492
Thank you for this wonderfully fun mod! I'm really enjoying it so far!
Any chance you can open up things like max fillings to be configurable by us? I really want to make a proper burrito but with just 2 ingredients I'm limited to the lowly bean and cheese.
A man needs his beefy 5-layer burrito...
You may want to add a note to this page (ideally with a link) that Progression Framework is required.
The seasoned planks are causing a variety of issues with our server (and is frankly annoying with no benefit turning "rare" wood boards into generic and mislabeled seasoned planks.. Is there any way to turn this mechanic off in config? Also the exposure system appears to be persistant even if it is toggled off unfortunately.
Latest versions of the mod remove the exposure system and add extra steps to turn to planks into seasoned planks so will prevent planks accidently turning into seasoned planks.
Using this with other mods so, could be that, but I can't access the Inventory of any Barrels/Jars places on the Barge(cant add liquids to them either!)
Would it be possible to make it so corn from long term food doesn't automatically dry into dried corn without any prompt? My old corns are fine but the entire harvest after updating has been turned into dried corn which I don't use at all.
Added an extra step to husk corn instead of having the LTF corn dry.
somehow since i reached Apprentice Shipwright (300 of 100 exp) i cant view my traits (C Key) or read Trait Books from the Trait Aquirer Mod (https://mods.vintagestory.at/show/mod/48451)
Fixed compatibility error is trait acquirer so you shouldn't see a crash anymore.
nice, its working great! thank you!!
https://github.com/l33tmaan/EFRecipes/tree/master/EFRecipes/assets/game/recipes/cooking
For some ungodly reason (backwards compatibility?), Expanded Foods places many of its custom assets in the game: domain instead of the expandedfoods: domain e.g. game:recipes/cooking/augratin.json.
Anyone know how to fully disable the exposure system? We've disabled it in the config and cleared the cache of server and all players but folks are just dying left and right from nothing
Latest version should now automatically clean up Exposure stats next time a player logs in.
If this is already added I apologize. But please consider adding to the config, story location spawning. Not all RP servers will want these structures, but may want your mod for all the great features it adds. Love what you're doing, excited to see what else you cook up.
yup, there are config options to turn off any of the story structures from being world gen. Should see them if you use the config lib.
do you think it'll be compatible or can be made to be compatible with https://mods.vintagestory.at/latamexpansion ? i was interested in that mod too but i downloaded this one firs eee .. am interested in the biodiversity mods when they're more polished too ,,
Hiya, I tried to put a piece of salt-rubbed meat on the drying rack, but it doesn't wanna go on!
Salt-rubbed meat will quikly turn to salted meat which you can hang to dry.
Does this mod play well with Salt and Sands? I like what that mod adds but I can see a few redundancies between them, like the clams. Would a compatibility patch be warranted?
Hello, I've set up a griddle per guide but I can't light it up. The wood underneath never catches flame.
I got it to work by crouching down and lighting the fire from below instead of above the griddle
Didn't work unfortunately. Guess I'll use it as a decoration.
hey, i build the Outrigger and it seems the hitbox of this ship is about 1-2 Bigger then it looks (to the left)
Tortuga spawned underwater for me🤣It's hilarious, but not very playable - it's deep enough to spawn underwater bowthorns, plus it's very difficult to speak to traders when they're swimming around all the time. Did it happen because I increased the world height a little? I don't have worldgen mods, just plants, animals etc.
After updating the mod from previous versions (0.5.8 or 0.5.9) I'm getting a missing block on existing corn plants
I have long term food installed, any possible fix to this issue?
V0.5.1 on Server 1.22.2 exposure: false; still getting exposure damage and HUD alerts
During worldgen, is it possible to fallback to a different landform for placing the story locations? Like when using Terra Prety, which doesn't have the veryflat landform, but uses ultraflats
I noticed harvesting wild crops seems to be silent. This happens with both a knife and bare hands.
Did the corn from this mod changed? now i cant plant the corn seed of this mod and the corn plants are a big question mark square.
Do you have the long term food mod installed?
yes i do
Been getting consistent crashes when spawning outrigger canoes in a creative testing world. Here is the error log, I even downpatched to see if that would change anything and it did not :(
Should be fixed now. Tracked it down to unused slots.
The outrigger causes me to crash, but only when looking at the seat or storage areas, the lantern slots are fine
Should be fixed now. Tracked it down to unused slots.
anyone know how this interacts with the culinary artilary mods?
Should work fine with CA and EF but haven't tested on the 1.22 versions of those mods.
Rad thx for the heads up
Hi Techno - please reach out to me! I am nearly finished with my Shipwright project and want to ensure some of the mechanics you've made are compatible with my ships. The Shipwright system allows players to make huge, and entirely customizable ships will features a buoyancy and sailing system. However, I need to do a lot of legwork to ensure that every interactible object is compatible with my ships, which are a special type of object called a "Mini-Dim" and had to be really carefully designed so as to not collide with any vanilla systems and keep servers healthy. I'm hoping for your permission to decompile your mod and figure out which vanilla hooks your salting, fermentation, and cooking systems use. My goal when starting the project was "anything you can do on land you can do on the sea" - and I'd like that to include your systems!
Sounds exciting, my dream when starting this mod was making moving bases but I since ships weren't walkable I ended up scraping the idea for the forseable future. Feel free to use whatever you want from this mod for your shipwright project.
But Techno - walkable, moving ships that function as bases ARE possible in VS! That's what I've built!
Since you said it's a pipedream of yours ... If you are interested collaborating with me on Ritual Apotheosis (my super-project - many ambitious plans for this mod, including the Shipwright system) I will soon will be updating it with these mini-dim walkable ships, and I'd love to have a coding buddy to continue developing the Shipwright portion! Especially if you're interested in sailing mechanics and ship-to-ship combat, which I have a general idea of how to approach - but for sailing especially, I know nothing about it in rl and am not entirely certain about how to go about it.
(PS - you were probably wise to scrap the idea. To make these damn things I had to harmony patch just about every damn thing to recognise mini dim objects. These boats live in a different coordinate system that I had to trick the game engine into recognising. Getting it to even the level of acceptable jank it's reached ... well, it sucked. If you want to get into the code and talk about how I did it, more than happy to share.)
Thanks for your permission!
^ this guy is amazing! <3 C&C
Can you please make a guide for using the prep table? I have no idea how to get it to do anything at all because the handbook entry just says 'x+y+z' and doesn't give any instructions about what to do.
Hi, this mod is very interesting! I'm especially excited about amphoras and Tortuga. But it seems like it's trying to do a lot! I see the heat exposure mechanics in the config, description of new plank types in the comments, and neither of these are in the description. ... How exactly does it work? I'm a little worried there might be other features not documented since I have a big modlist and I want to make sure I account for any overlap or conflicts!
WAIT TORGUGA WAS ADDED WHEN DID THAT HAPPEN!??!
Would it be possible to add compatibility with mods like long storage food to not have duplicate items?
can you add disabling tortuga in the config or something?
Maybe, I'll have to see if there is a way to disable it as part of world gen. You don't have to go to Tortuga if you don't want to.
Also,piles of planks still invisible
Hello there, its me again. When i use alchemy mod(not boricalchemy),with flower+bottle logo. So when i start my world there are quit large amount of erros like gridrecife/hearbrack-"planks from seafarer"/ resipe can not resolve.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-varnished-bismuth in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-varnished-bismuth cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-seasoned-bismuthbronze in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-seasoned-bismuthbronze cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-varnished-bismuthbronze in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-varnished-bismuthbronze cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-seasoned-blackbronze in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-seasoned-blackbronze cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-varnished-blackbronze in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-varnished-blackbronze cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-seasoned-brass in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-seasoned-brass cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-varnished-brass in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-varnished-brass cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-seasoned-chromium in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-seasoned-chromium cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-varnished-chromium in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-varnished-chromium cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-seasoned-copper in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-seasoned-copper cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-varnished-copper in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-varnished-copper cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-seasoned-cupronickel in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-seasoned-cupronickel cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-varnished-cupronickel in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-varnished-cupronickel cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-seasoned-electrum in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-seasoned-electrum cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-varnished-electrum in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-varnished-electrum cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-seasoned-gold in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-seasoned-gold cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-varnished-gold in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-varnished-gold cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-seasoned-iron in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-seasoned-iron cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-varnished-iron in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-varnished-iron cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-seasoned-meteoriciron in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-seasoned-meteoriciron cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-varnished-meteoriciron in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-varnished-meteoriciron cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-seasoned-lead in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-seasoned-lead cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-varnished-lead in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-varnished-lead cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-seasoned-molybdochalkos in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-seasoned-molybdochalkos cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-varnished-molybdochalkos in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-varnished-molybdochalkos cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-seasoned-platinum in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-seasoned-platinum cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-varnished-platinum in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-varnished-platinum cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-seasoned-nickel in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-seasoned-nickel cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-varnished-nickel in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-varnished-nickel cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-seasoned-silver in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-seasoned-silver cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-varnished-silver in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-varnished-silver cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-seasoned-stainlesssteel in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-seasoned-stainlesssteel cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-varnished-stainlesssteel in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-varnished-stainlesssteel cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-seasoned-steel in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-seasoned-steel cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-varnished-steel in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-varnished-steel cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-seasoned-tin in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-seasoned-tin cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-varnished-tin in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-varnished-tin cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-seasoned-tinbronze in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-seasoned-tinbronze cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-varnished-tinbronze in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-varnished-tinbronze cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-seasoned-titanium in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-seasoned-titanium cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-varnished-titanium in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-varnished-titanium cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-seasoned-uranium in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-seasoned-uranium cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-varnished-uranium in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-varnished-uranium cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-seasoned-zinc in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-seasoned-zinc cannot be resolved.
13.5.2026 21:41:33 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-varnished-zinc in Grid recipe
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-varnished-zinc cannot be resolved
Found old crash log, so there is no crash happens but its worries me.
ya, that won't cause any issues. I just need to patches for alchemy recipes to use the new types of planks seasoned and varnished added in this mod.
Don't know how and why, but when this mod and Extra Info are active actual numbers of real time and ingame time left aren't shown.
When I deactivate Seafarer Extra Info works as intended.
For your consideration...
Grinding the fresh coconut fruit could yield coconut butter, a substitute for fat and/or wax.
BTW: Grinding halite in game will yield salt, but your system is effective.
Its an idea wouldn't be hard to do. Would just have to see what fat and wax are used for that isn't already covered.
After some thought, I think I would make the coconut mash an end product that can be turned to rot OR it could be placed in a quern and ground into butter. This could be combined with resin to make a product similar to bees wax. In that it could be used exactly in place of bees wax. I think the processing chain strikes a nice balance as a substitute for beekeeping (apiculture).
Hi, there is small problem- in boric alchemy sawdust craft plank+saw, in ur mod this way ti dry plank....so sawdust locked by this. Whats fix possible? maybe dry plank byt expose them at sun on drying rack? Also i tried place green plank on ground and its pile completly invivsible
Sure, updated the recipe not conflict.
i have question about how exposure work in winter. It say that im having a frostbite but my body temp is at 37.8 c or it work separately from normal body temp? i kinda have a real hard time getting exposure down even if i sit next to campfire
Exposure system was removed in later versions of the mod. Until I can revist it and think it through better.
Is this compatible with Long-Term Foods? Both mods add corn.
There is some duplication, but I belive there is a mod that dedupes some of the crops.
Oh, that's good. Do you know what the name of the mod is?
Loving the mod so far. Found a few bugs: Crushing shells with stones uses all the stones in a stack to crush one shell instead of just using one stone. Not sure if it's intended to be one stone to one shell crushed or if it's supposed to be a chance to break but it's one for one right now. Pretty much all the ceramics can't be picked up with right click, you have to break them. You can't click on an amphora with a jug to fill either the jug or the amphora. Also the storage amphora has a broken texture when placed on a barge but otherwise works fine.
Is there a way to know the coordinates of Tortuga? I'm testing a bunch of worldgen mods before a new playthrough and I just want to make sure there is no problem with Tortuga's spawn with my current setup before finalizing my modlist.
You can tp yourself to it. /wgen seafarer tp tortuga
That's even better, thank you.
Seems like it spawned more or less correctly in my map, except for tree branches blocking the footpaths between buildings, which you don't have the clearance to break yourself, forcing you to find roundabout paths to move around the settlement.
Coming across an issue with seasoned planks. Currently all of our planks are changing to an item that doesn't seem to have a language string; items show up as "game:item-plank-seasoned". I like the look, but for pure compatibility concerns could you implement a way to disable the seasoned wood mechanic or is this not actually a mechanic of this mod and something else is causing it?
im having the same problem, not sure what is causing it, making all my planks unusable in modded recipes, its a pain. Only mod i have that add a seasoned item is seasoned firewood, but they author says its not his mod thats changing the planks, i havent figure out wich mod is causing it, but as far as i can see, this mod dont say anything about seasoned planks so i think is not this mod. At least thats my guess
I've added an extra step to turn manually turn planks into green planks which age into seasoned planks to stop unwanted planks from changing.
This mod indeed adds "seasoned" and "varnished" variants to the `game:` domain's planks rather than to its own domain, `seafarer:`. See "./assets/seafarer/patches/plank-variants.json".
ohhh, so was this mod all the time hehehe. Didnt noticed since the description dont say anything about it on the features. so it should be fixed by just crafting green planks? good :D Thanks for that
Seasoned and Varnished planks are just purely for look at the moment. Hopefully in the future what type of wood you make a ship out of will determine its base stats.
Getting console spam from Exposure system, no option in config to disable. Can you advise or resolve? This really shouldn't be in console by default. It will clog audit logs to investigating issues.
11.5.2026 23:57:34 [Server Debug] [Exposure] temp=16.3 sheltered=True frostEn=True coldThresh=0 heatThresh=33 change=-0.000034 level=0.0000→0.0000 cond=None
Removed the expsure system so should clear up the logs.
Hey, would it possible to add Support for the Alchemy (https://mods.vintagestory.at/alchemy) mod to be able to drink potions frome a Waterskin? Testet it sofar with MEdium Healing Potion :D
Should be possible. I'l just have to look into what special alchemy does that is different from standard liquids.
Thanks!
Is there a way to find the story location number for Tortuga? I tried doing /wgen sturctures and couldn't find it on the list... Is there a way to see it besides that command?
I am also having issues finding the story location. We found message in a bottle with coord, but nothing was there. Also not seeing it in the /wgen findstructures list
you can use /wgen seafarer list to see a list of the structures. /wgen seafarer tp tortuga will teleport you there if it exists. Worse comes to worse you can use /wgen seafarer place tortuga to manual spawn it to the current location.
Hey, so first I just want to say thanks for making what is quickly becoming one of my all-time favorite mods. Second, a minor suggestion: I love the idea of the burrito/being able to combine foods that way. However, I feel it's a little disappointing to lock that entirely behind corn. Would it be possible to expand it to flatbreads? Maybe make corn tortillas the BEST burrito shell, able to take 3x ingredients, while flatbread can only take two?
The amphora when placed down on the ground before you place a vanilla item on the ground act as full block and makes it hard to either pick them back up or grab liquid from it unless youre looking at the side corner of the amphota you want. also less of an issue when you have water in an onggi jar it you can see the water clipping through the tapering part of the jar.
Outrigger canoe crashes my game when I place it. Version: 1.22.2, mods: Betterer prospecting, Dana tweaks, HUD clock patch, interesting ore gen, oldmap, progression framework, seafarer, shipwright, stepup, zoombutton. Also sail for a log barge doesn't do anything and opening a chest on a barge closes it immideately.
i get these errors
9.5.2026 22:32:25 [Error] Missing mapping for texture code #null during shape tesselation of item seafarer:boat-outrigger-varnished using shape seafarer:entity/nonliving/boat/boat-outrigger
9.5.2026 22:32:25 [Error] Missing mapping for texture code #null during shape tesselation of item seafarer:boat-outrigger-birch using shape seafarer:entity/nonliving/boat/boat-outrigger
9.5.2026 22:32:25 [Error] Missing mapping for texture code #null during shape tesselation of item seafarer:boat-outrigger-oak using shape seafarer:entity/nonliving/boat/boat-outrigger
9.5.2026 22:32:25 [Error] Missing mapping for texture code #null during shape tesselation of item seafarer:boat-outrigger-maple using shape seafarer:entity/nonliving/boat/boat-outrigger
9.5.2026 22:32:25 [Error] Missing mapping for texture code #null during shape tesselation of item seafarer:boat-outrigger-pine using shape seafarer:entity/nonliving/boat/boat-outrigger
9.5.2026 22:32:25 [Error] Missing mapping for texture code #null during shape tesselation of item seafarer:boat-outrigger-acacia using shape seafarer:entity/nonliving/boat/boat-outrigger
9.5.2026 22:32:25 [Error] Missing mapping for texture code #null during shape tesselation of item seafarer:boat-outrigger-kapok using shape seafarer:entity/nonliving/boat/boat-outrigger
9.5.2026 22:32:25 [Error] Missing mapping for texture code #null during shape tesselation of item seafarer:boat-outrigger-baldcypress using shape seafarer:entity/nonliving/boat/boat-outrigger
9.5.2026 22:32:25 [Error] Missing mapping for texture code #null during shape tesselation of item seafarer:boat-outrigger-larch using shape seafarer:entity/nonliving/boat/boat-outrigger
9.5.2026 22:32:25 [Error] Missing mapping for texture code #null during shape tesselation of item seafarer:boat-outrigger-redwood using shape seafarer:entity/nonliving/boat/boat-outrigger
9.5.2026 22:32:25 [Error] Missing mapping for texture code #null during shape tesselation of item seafarer:boat-outrigger-ebony using shape seafarer:entity/nonliving/boat/boat-outrigger
9.5.2026 22:32:25 [Error] Missing mapping for texture code #null during shape tesselation of item seafarer:boat-outrigger-walnut using shape seafarer:entity/nonliving/boat/boat-outrigger
9.5.2026 22:32:25 [Error] Missing mapping for texture code #null during shape tesselation of item seafarer:boat-outrigger-purpleheart using shape seafarer:entity/nonliving/boat/boat-outrigger
I'll take a look shouldn't cause any problem as they are hidden faces anyway.
Few questions and a bug report(?)
1.) Can you add this mod in mid-play or does it require a new world (friend group is considering it for adding to an existing server)
2.) Does tortuga only generate once, or is there multiple locations?
Also, I do want to report a bug for solo sessions, when using this mod WITH terra prety, the tortuga is always under water / causing what appears to be chunk corruption but was really just the prefabircated island is sitting below the ocean level and flattening(?) the terrain which gave it an appearance of chunk corruption.
You can add it to any world. If you run "/wgen seafarer list" as an admin it should confirm that all story structures exist. All story structures like Tortuga should only exist once.
I think I've got all terra pretty fixes in. But i'd recommend setting the world gen to 30 to 70% landmass.
So safe to add to a pre-existing world?
Ya worse comes to worse you'll need to manually place story structures if you want to do the quests.
Was ai used for the mod itself, or just the modpage?
Em dashes in 17 C# files. It's vibecoded.
With the newest version and Terra Prety (384 world height) I've generated about half a dozen worlds and each one Tortuga was landlocked. It touched water sometimes but the docks were always abutting or buried in the terrain, and often most of the lower part was buried
What percentage of landcover are you using. I'd recommend 30 to 70% for ensuring there is enough water and land.
It's it's pretty close to the defaults for Terra Prety with the remapping keys (land-to-water ratio controls) lowered some, so the world is ~70% water, but Tortuga seems to always try to spawn in the center of landmasses
Candied Blackberries in the works?
Added Candied Blackberries.
You the goat, thanks!
No candied blackberries :(
Added Candied Blackberries.
so, if you plant trees from biodiversity orchard in the the fruit tree pot when it tries to grow it crashes the server. the "over 10000 errors" shutdown
Found this issue. Latest patch should fix crashes caused by custom fruit trees being used in the grow pot.
one of my players just made a saber, quenched it 7 times, and when they put a handle on it the quenching bonuses dissappeared.
Should be working now. Updated some more configure setting for the new quenching system.
is there a way to disable Tortuga?
I like the mod but really don't like tortuga and the way it generates isn't actually connected to the ocean floor so it messed up the fidelity of worldgen
Hello, This might be a stupid question but how do you harvest salt from the salt pan after the sea water dries?
If you hold right click it should remove the salt after a couple of seconds, works faster with a knife or shovel
Found a possible bug, unknown if this is an interaction with another mod: placing a reed chest on the log barge and attempting to access the inventory opens then instantly closes the window. My current workaround/theory is that I was too far away from the block, possibly the center of the barge itself (or wherever the point of origin for the interaction is). As if I stand closer to the chest, I can open it normally and the inventory window stays open. Also hoping for some mod interaction with carry-on, but nevertheless, awesome mod so far!
I see assets for guava and num-num fruit but there's no way to get it. Will those eventually be added?
Would it be possible to make the speed configurable on each ship?
Added a config option to adjust the speed of the boats. You'll need to restart the game after changing the setting to see it take effect.
You are awesome, thank you!
All my planks in storage for building materials are now being transformed into seasoned planks. Can you please change this so that planks only become seasoned on a drying rack or something?
yo this is a sick mod, if i where you id keep the scope closer to the point, if i where you id just add the cool survival stuff like the boats and the quest i like it its like dlc, but just leave the exposure mechanic to either a seperate mod or up to the user, i like evrything and i wna see this mod succeed but id just real the scope in to do that
I wish there was a way to turn off Tortuga, or that it spawned further away from the spawn point. So far it spawns VERY close to it, and that makes it feel like it's taking out the challenge and the journey aspects that you get with a lot of the traders.
ty for the swift update for the exposure issues. i will however be keeping it turned off though as i dont think it is working correctly. i had +12c warmth, was inside next to three firepits, and was still gaining exposure while it was only -5 outside.
Exposure contually climbs until I die of Frostbite in the winter. I tried wearing winter clothes inside a house beside a roaring fire and nothing makes it go down. It just slowly ticks up until I die. I even tried turning off the Exposure system in the mod settings, but now my character is permanently stuck at Frostbite I. I could maybe try wating until I die again and then turn the system off to remove the status effect, but the system seems to be broken currently.
I noticed after trying to turn it off in configs that it wouldnt shut off either
yeah this is a huge issue. i basicly cant play on my server anymore until this is fixed because im at almost max exposure. if this is intended and there is a way to reduce exposure, there should be an entry in the handbook about it.
Exposure system should now clear on death or if its switched off when you login. Healing item help clear it. I've also changed it to be off by default. But honestly its not really adding the sense of immersion I wanted to add with it so going to rethink the idea. Wanted it add extra challenge when making long journies in harsh climates.
I uh, also had.. Tortoga spawn on itself double? Two npcs named per spot, and half of it seems to be... Ghosted, able to fall through structures.
i think its cause of my 512 height mixed with a 128 sea level mod but tortuga is spawning at the bottom of the ocean and messing up some chunks
I have 512 but tortuga spawned like 50 blocks above the ocean for me
Should be fixed now hopefully. I guess I never noticed the world height bar before on the settings screen. Now it'll better handle sea level heights and placement correctly. Unless something changes the sea level calculations from the base game wiki.
thanks legend :)
How can you tell if the raft sail is working? I have it on my barge but it still needs to be paddled. Also I think the drying racks are broken with the top half floating and unable to add anything to them.
Did you ever figure it out? I don't know how to use the sail either.
Game crash when placin tomato cuttings, happened in SP and MP
Running on 64 bit Windows 10.0.19045.0 with 32694 MB RAM
Game Version: v1.22.1 (Stable)
02/05/2026 16:00:35: Critical error occurred
Loaded Mods: game@1.22.1, extrainfo@2.0.0, optitime@1.5.3, playerlistrevived@2.3.8, progressionframework@1.0.0, creative@1.22.1, survival@1.22.1, seafarer@0.5.0
Involved Harmony IDs: com.zaldaryon.optitime
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BEBehaviorFruitingBushCutting.OnBlockPlaced(ItemStack byItemStack) in VSSurvivalMod\Systems\Farming\BEBehaviorFruitingBushCutting.cs:line 50
at Vintagestory.API.Common.BlockEntity.OnBlockPlaced(ItemStack byItemStack) in VintagestoryApi\Common\Collectible\Block\BlockEntity.cs:line 292
at Vintagestory.Client.NoObf.ClientWorldMap.SpawnBlockEntity(String classname, BlockPos position, ItemStack byItemStack) in VintagestoryLib\Client\ClientWorldMap.cs:line 1147
at Vintagestory.Common.BlockAccessorBase.SpawnBlockEntity(String classname, BlockPos position, ItemStack byItemStack) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 661
at Vintagestory.API.Common.Block.OnBlockPlaced(IWorldAccessor world, BlockPos blockPos, ItemStack byItemStack) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1383
at Vintagestory.Common.BlockAccessorBase.SetSolidBlockInternal(Int32 blockId, BlockPos pos, IWorldChunk chunk, Boolean synchronize, Boolean relight, ItemStack byItemstack) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 150
at Vintagestory.Common.BlockAccessorBase.SetBlockInternal(Int32 blockId, BlockPos pos, IWorldChunk chunk, Boolean synchronize, Boolean relight, Int32 layer, ItemStack byItemstack) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 117
at Vintagestory.Common.BlockAccessorRelaxed.SetBlock(Int32 blockId, BlockPos pos, ItemStack byItemstack) in VintagestoryLib\Common\API\BlockAccessorRelaxed.cs:line 77
at Vintagestory.API.Common.Block.DoPlaceBlock(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ItemStack byItemStack) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 998
at Vintagestory.API.Common.Block.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, String& failureCode) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 907
at Vintagestory.GameContent.BlockRequireFertileGround.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, String& failureCode) in VSSurvivalMod\Block\BlockRequireFertileGround.cs:line 37
at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryPlace(BlockSelection blockSelection, String& failureCode) in VintagestoryLib\Client\ClientMain.cs:line 1764
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnBlockBuild(BlockSelection blockSelection, Block onBlock, String& failureCode) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 719
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 565
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.UpdatePicking(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 224
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 87
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 856
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1062
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 251
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 783
at Vintagestory.Client.ScreenManager.OnNewFrame_Patch1(ScreenManager this, Single dt)
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame_Patch1(ClientPlatformWindows this, FrameEventArgs e)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 02/05/2026 16:00:39, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.1.0, time stamp: 0x691d0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x4e10
Faulting application start time: 0x01dcda441c6cfe25
Faulting application path: C:\Users\Jewsbury\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Jewsbury\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 1ea2c4ab-6fed-49f2-b06d-bc1897606ac6
Faulting package full name:
Faulting package-relative application ID: }
Should be fixed now. Need to make some changes for the final version of 1.22 to get it to work.
cant durability quench the cutlas. cant put fireclay on it.
I'll have to look into the quenching and sharpening mechanic. Should be easy enough to do.
Is tortuga supposed to spawn so near the spawnpoint? in the new world I'm trying it always spawn 50 meters from 0:0 coordinates. Also yes, floating for me too (conquest, 320y sea) also on land, not on sea
Hey! I haven't seen it reported yet so I figured I'd post them in case you haven't spotted them yourself. Looks like there are json syntax errors reported by server main for the quests:
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 'code', line 2, position 9.
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 'code', line 2, position 9.
1.5.2026 08:40:12 [Error] Syntax error in json file 'seafarer:config/quests/celeste-rusthunter.json': Failed deserializing celeste-rusthunter.json: Cannot deserialize the current JSON object (e.g. {"name":"value"}) into type 'System.Collections.Generic.List`1[VsQuest.Quest]' 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 'code', line 2, position 9.
1.5.2026 08:40:12 [Error] Syntax error in json file 'seafarer:config/quests/celeste-bearhunter.json': Failed deserializing celeste-bearhunter.json: Cannot deserialize the current JSON object (e.g. {"name":"value"}) into type 'System.Collections.Generic.List`1[VsQuest.Quest]' 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 'code', line 2, position 9.
1.5.2026 08:40:12 [Error] Syntax error in json file 'seafarer:config/quests/celeste-crimsonrose.json': Failed deserializing celeste-crimsonrose.json: Cannot deserialize the current JSON object (e.g. {"name":"value"}) into type 'System.Collections.Generic.List`1[VsQuest.Quest]' 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 'code', line 2, position 9.
1.5.2026 08:40:12 [Error] Syntax error in json file 'seafarer:config/quests/dawnmarie-plantation.json': Failed deserializing dawnmarie-plantation.json: Cannot deserialize the current JSON object (e.g. {"name":"value"}) into type 'System.Collections.Generic.List`1[VsQuest.Quest]' 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 'code', line 2, position 9.
1.5.2026 08:40:12 [Error] Syntax error in json file 'seafarer:config/quests/potatoking-lastpotato.json': Failed deserializing potatoking-lastpotato.json: Cannot deserialize the current JSON object (e.g. {"name":"value"}) into type 'System.Collections.Generic.List`1[VsQuest.Quest]' 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 'code', line 2, position 9.
1.5.2026 08:40:12 [Error] Syntax error in json file 'seafarer:config/quests/morgan-tradegoods.json': Failed deserializing morgan-tradegoods.json: Cannot deserialize the current JSON object (e.g. {"name":"value"}) into type 'System.Collections.Generic.List`1[VsQuest.Quest]' 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 'code', line 2, position 9.
1.5.2026 08:40:12 [Error] Syntax error in json file 'seafarer:config/quests/dawnmarie-orchard.json': Failed deserializing dawnmarie-orchard.json: Cannot deserialize the current JSON object (e.g. {"name":"value"}) into type 'System.Collections.Generic.List`1[VsQuest.Quest]' 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 'code', line 2, position 9.
1.5.2026 08:40:12 [Error] Syntax error in json file 'seafarer:config/quests/drake-tradeship.json': Failed deserializing drake-tradeship.json: Cannot deserialize the current JSON object (e.g. {"name":"value"}) into type 'System.Collections.Generic.List`1[VsQuest.Quest]' 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 'code', line 2, position 9.
1.5.2026 08:40:12 [Error] Syntax error in json file 'seafarer:config/quests/drake-tricks.json': Failed deserializing drake-tricks.json: Cannot deserialize the current JSON object (e.g. {"name":"value"}) into type 'System.Collections.Generic.List`1[VsQuest.Quest]' 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 'code', line 2, position 9.
I also got a floating Tortuga but I was thinking it was my world height causing it. https://gyazo.com/055d49c63481115a7cff034765251b65
We're not using Conquest Landform, we're using Algeron's 512 World Height + Watersheds + Better Ruins (VS 1.22.1, Seafarer 0.5.0)
low, only 30%. Just in case the only 5 world gen changes are below. Thanks for the quick response, looking forward to trying this out!
height - 320
landcover - 70%
landcover scale - 200%
upheaval - 0%
landform scale - 160%
LOVE this mod and can't wait to see how it continues to develop. however i wish there were a way to configure the Tortuga worldgen. personally i'd love to play with 5.0 but unfortunately the generated structures really don't agree with my combo of worldgen mods and settings :( currently keeping 2.9 in my main server but i wish i could just disable the structures so i can keep up with the mod. will definately play the Tortuga update on an unmodded world though, it sounds like a great time and the unfortunately-placed builds looked amazing!!
any issues w/ other world gen mods? I'm getting some funny world placement for Tortuga and the story locations. Running conquest landform.
https://imgur.com/a/floating-tortuga-QICxyvq
Sigh, thought I'd fixed all the world gen issues with it spawning floating in the air. out of curiosity what % of water is your world.
We have just started a new world with the 0.50 update that adds Togruta. How does one actually go about a. Finding the port and b. Starting the quest lines? Looked in game but could not see anything in guides etc
It should spawn within a 1000 blocks of spawn if you explore want to just explore for the ocean for it. Or you can find a map from panning. Or spawn the map through creative mode.
The progression framework link leads to a 404 :(
Thank's I've fixed the broken links
Looks really neat! Can this be added to an existing server?
Should be fine to add. You might need to manually spawn in the quest related structures using /wgen seafarer commands if they don't automatically get add. But if you don't plan to interact with quests then you don't need to worry about them.
I confirm the onggi strangeness, also, water is visible from underside while filling, and has an awkard collision box to interact. Clayforming seems also broken? It has huge holes where it gets "larger".
Last thing, it turns out red with the red clay, while every vanilla items turns earthy orange
You need to fix the configs for exposure, they don't actually turn off exposure. At the moment debug log is still generating logs for exposure when they are set to off.
Weird bug with clayforming the onggi jar: it's only like 6 voxels tall when in the middle of clayforming? Hilariously squashed. I think something's wonky with the clayforming recipe.
And stuff with the amphoras: the raw storage amphora is the same size as the raw [liquids] amphora, but it's (reasonably) bigger and takes up a full block after being fired and taken out of the pit kiln. I think it should be made its fired size the whole way through.
If you want to add a dark but very realistic feature eventually consider adding tortoises. Let players just pick them up and place them like a block on ships stacked up in walls alive. Just like real sailors in the past, fresh meat on the go that doesn't need to be fed for months!
TechnoGoth, is this compatible with the floral zone mods as they add coconuts and corn
great mod like your aitions
How do I make oiled flatbread, I can't figure it out. Also I can't unseal the storage amphora.
TechnoGoth
"Ya, I'm hoping to add more boats and new things to do with them like traveling workshops or businesses. Right now the big challange is figuring out how to make it so you can walk on them."
Maybe don't cram everything into a single mod? It's much more benificial for yourself and those using your mods to have them modular so people can pick and choose which features they'd like otherwise the game will be overcrowded with new entities, items, recipes, etc that people don't want or you can't keep up with bug fixing without potentially breaking other parts of the mod.
Reading the mod description makes we eager to see the Tortuga update, can't wait!
It's a great idea, oceans are currently really underused (which is understandable, the roadmap must prioritize some things over others) and I'd love to have sailing a rewarding part of a playthrough!
Reading the features while hungry was a bad idea.... mmm...
Hope this gets upkept for the future- and interested in the exposure system-
spawning in a warm climate lacks a lot of challenge compared to cold ones at the moment.
I was curious as there was an ask about the exposure system earlier, is it toggle-able or no?
How are you handling crop and bush spawns? I see a world gen patch for the coconut trees in your files and have been able to find one in 1.22 rc8 but no corn or sugar cane or any of the other new bushes
Loving this mod but I was wondering if you could integrate it with the better drying mechanics mod, as id like to have a salt room with evaporation caused by a campfire source :> this is mostly because i live on a redwood forest island and would like a way to cause evaporation without sun lol . Again, fantastic mod!
Not sure if another mod is blocking their spawns or if they're just exceedingly rare but I spent over half an hour flying around a test world without seeing any of the crops. Was far enough south to see pretty much every type of vanilla tropics plants.
This looks awesome! I would recommend you reach out to the maker of the newly released Shipwright mod! I bet you could collab on ships and gameplay loops!
any chance you could add the boats movement speed to the config file? im trying to use them with the Rivers mod and i cannot travel back upstream with a sail and an oar TechnoGoth
Rivers has a config where you can tune the river speed down (0.5~1.0) to be able to paddle back up stream.
Alrighty, tried in 21.6, Yeah, The backport isn't stable as an addon or otherwise for any saves or new gens I tried.
Lagspikes on a hardwired ethernet connection, with only two PCs online.
Aside all the other issues people have been posting about, I get an error loading into the game for an NPC called 'Morgan', saying they'll be invisible due to missing a female model. I assume this is a rc7 backport related issue.
Thats all, mod looks great, hyped for the surgar cane and burritos, but until it's more stable on 21.6, gonna have to wait on it.
TechnoGoth im useing version 0.1.9 and the Chiles and tomato bushes are missing textures idk if anyone else is have issues with that or if im missing a dependency. if you or anyone knows a fix the would be amazing.
TechnoGoth Boss, may I ask a favor? Could the Log Barge be recognized as a raft? In the latest update of Auto Map Markers by egocarib, a marker is placed on the map when you disembark from a raft or a sailboat. However, this doesn’t work for the Log Barge.
Was able to fire griddle mold, but not place it after firing
Dry rack need brought down on Y axis, hovers a bit when placed on ground, also clips into blocks behind it
Confirmed that running with no other mods enabled that destroying the storage amphora drops a liquid amphora instead. The storage amphora also doesn't display a friendly name when placed in the world, instead showing up as 'seafarer:block-amphora-storage-'. Also not sure whether it's intentional or not but the storage amphora has a very different size to the liquid amphora when placed. If it matters I'm running 1.22.0-rc.7.
Would Immersive Body Temperature, Hydrate or Diedrate, Vigor, Nature's Call, and various mods that add a sleep need be worth adding compat for here?
This mod is so cool, I love what you've done. One consideration though, When you finish the Tortuga Update I really hope the port hub, traders and bounties are added via a seperate mod/expansion or have an easy way to turn these things on/off. I'm a survival game masochist and really don't like adding mods that make the game "easier".
Hey, love the mod so far but been encountering one issue where we can't pick up the barges themself or even destroy them. We tried taking all our inventory out and removing baskets so we had a backpack slot free to pick them up but we can't seem to pick them up like that either it just auto sits us down.We've tried ctrl + right click, left click and shift + right and left, we also made sure we had no conflicting mods as well and tried a new world with only this mod and we still cant pick it up or destory it
TechnoGoth love the mod, we updated to 0.2.6 but we still can't fire the griddle molds in pit kilns, I can pick it up after I've clayformed it and put it back down but right clicking or shift right clicking with dried grass while its in the hole doesn't do anything.
Also we're playing with a few mods, one of which is Carry On, which does allow you to pick up storage amphoras but does NOT let you put them back down after you've picked them up. We ended up having to light the person on fire who picked it up so they would drop it. Once it got force dropped it didn't drop a storage amphora it dropped the regular liquid one.
Update: any storage amphora we break turns into a liquid amphora
Holy shit this mod is amazing. My south east asian heart is pleased
Yarro Thanks for the bug list! Those should all be fixed now.
THANK YOU!
TechnoGoth amazing to hear! thank you so much
A few things I've noticed while playing around with this.
TechnoGoth
Coincidentally, I was just looking at the Airships mod in the official Discord. One of the coders was able to make an airship platform walkable (don't know anything beyond what I saw in the short video). It seems possible!
https://discord.com/channels/302152934249070593/1342605206243770419
FiRE_DRAG0N_X Ya, I'm hoping to add more boats and new things to do with them like traveling workshops or businesses. Right now the big challange is figuring out how to make it so you can walk on them.
Sat0ru RavanaGrim AgentOfChaos 1.21.6 support is here. Not everything works as intended, but people should be able to do everything that in the mod so far.
The barge gives me Raft vibes, as in the game. That game had a cool concept but wasn't executed well.
"When the time came to retreat underground, the Hansa refused. They dropped off the last of their cargo, then lifted their ramps and set sail into an increasingly dark sea."
I suppose we know where they went now, huh?
I third the 1.21 support request :). Having a blast with Hydrate or Diedrate and would LOVE the waterskin if nothing else!
I second RavanaGrim's question for 1.21 support!
FiRE_DRAG0N_X I'm really excited to hear about that one
Daaang I was gonna name my large ships overhaul mod "Seafarer" lol but alas, great looking mod!
will the mod be made compatible with Long Term food? both mods add sugarcane and corn
awesome!! 😍
Where potato
Ok I have salt in the salt pan but I can't seem to harvest it, nor can I rub meat in it. I also can't seem to interact with the prep table other than to put a tool in it and a barrel (I can interact with that barrel though). I have seafarer 0.2.2. Not sure what I'm doing wrong. I've tried right clicking, shift right clicking, ctrl right clicking, shift ctrl right clicking. Left clicking just breaks the blocks. So how do I interact with them to get the salt out of the pan and to make salt rubbed meat and use the prep table?
Any chance for 1.21 support since 1.22 might be a ways off still?
Well, I WAS going to do a temperate play through but after finding this mod I guess I'm starting in the tropics. More crops and foods with new preservation methods that don't rely on Expanded Foods is always welcome. Edit: Nice to see there's compatability with Hydrate. Do you think this mod will play nice and be compatible with Butching once that mod gets updated?
Jariel Yes, but it is not consistent. At least, it has not been in the past. Maybe they've improved it, but I found freshwater northern pike in the nmiddle of an ocean on a recent 1.22 test world, so I'm not optimistic on your chances if you intend to depend on fresh/saltwater as a spawn condition for coastal villages. We find saltwater lakes often as well.
I'm hopefuly you'll figure something out, but it's probably not going to be as simple as that.
Looks like a fantanstic mod! 2 things: 1; can you make this compatable with 1.21.6 super duper pls pls pls? 2; An idea for the barge is to allow multiple to connect to eachother with rope, could allow for some large barges like you see on real life rivers & stuff.
This mod looks awsome and I can't wait to see how this develops, keep up the amazing work!
Amazing mod!! I'm waiting for all my modlists to be updated and the stable update to get back to VS, but this is definitely gonna be in my list going forward <3
Thalius we do have differentiation between salt and fresh water, right? I suppose that could help defining sea coast from river/lake coast.
@Ryumachinae Should work with Hydrate or Diedrate. I've haven't used that mod much but so far all the content in this mod works with it.
blueblynd pushed some bug fixes so now you should see the logs in the griddle need 4 to light it by holding down right clicking with a torch. Tortilla dough should be fixed as well know. You'll need to take corn through the full life cycle to masa to make it. Take a look at the corn guide book page for details.
Sorry to bother you, but I can't figure out how to make tortilla dough since I can't place a portion of water in the crafting menu. I can place bowls or buckets of water, but not plain water by itself, and the dough recipe doesn't seem to work with buckets or bowls like regular dough does. Am I doing something wrong?
Edit: I'm also having some trouble with the griddle. Logs never show inside and it never seems to light, no matter how long I hold a torch to it. Not sure what's going on there
Definitely keeping an eye on this one - slightly too invested in Expanded Foods to risk it on my live server (looking at the new foods/methods added here, I'm guessing something would break somewhere if I tried both together) but looking forward to giving it a try on a new save!
This looks amazing! Any chance we could have some way to crush seashells without a hammer or quern? That's all we'd need with this mod to stop locking leather behind metal, which never made any sense to me.
Soo im hoping this works with Hydrate or Diedrate, you never explicitly stated compatibility
1.21.6 and my life is yours kind sir.
very promising mod i will keep my eye on this gem
This is abolutley making it onto my next modlist!
Good morning, owner of Age of Seraphs here. We would love to incorporate this mod permanently into our mod pack. We are thrilled to see that you're expanding upon early-age gameplay and this is thrilling to see! :) Our only ask is if you're made some of these features configurabled or disableable? Example the exposure system, this is a hefty mechanic a lot of servers like ourselves do not want to adopt quite yet. And then as asked below, if you could bake compatability in Expanded Food and A Culinary Artillery. Keep up to amazing work, love what you're cooking.
Very much looking forward to seeing where this goes from here.
I think one of your major challenges though is going to be to figure out how to ensure coastal content shows up on the coast of true oceans, and not have coastal villages and other coastal content showing up along the shore line of inland lakes and such.
I love this, but I'm even more excited for the upcoming updates with the kind of things you have planned! Definitely going to keep an eye out for it.
Now this is one of my favorite mods!
From the feature list alone this sounds incredibly cool - if you can make this compatible with mods like Expanded Foods it will absolutely be on my list.
Your mods name is super confusing. There's already a mod called Salt and Sands.
Dude, you need to put some screenshots :)