Mods / Seafarer

Tags:
Sea Travel & Exploration Immersion
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:


Server Configuration
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 IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.5.15 seafarer
1.22.0-pre.1 - 1.22.3
4016 Jun 15th at 2:34 AM seafarer_0.5.15.zip 1-click install
  • Fixed compatiblity issue with Novelty
  • Fixed bug where burritos not correct calculating nutritional value
  • Fixed issue with crops and premium fish not working with eternal stew
0.5.14 seafarer
1.22.0-pre.1 - 1.22.3
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
1.22.0-pre.1 - 1.22.3
627 Jun 7th at 8:06 PM seafarer_0.5.13.zip 1-click install
  • mud rake rebalanced
  • fix mud rake config not appearing
  • Fixed issue with baggasse causing server crashes when placed.
  • Fixed LTF mod compability with quests.
0.5.12 seafarer
1.22.0-pre.1 - 1.22.2
3398 May 25th at 6:05 AM seafarer_0.5.12.zip 1-click install
  • Fix to prevent crashing and add support acquiring traits.
  • Fix replaced drying corn with a new recipe to convert LTF corn to seafarer corn using a knife.
  • Fixed missing nutrion on fish sauce and soya sauce.
  • Fixed a bunch compability issues with EF and Culinary artiliary.
0.5.11 seafarer
1.22.0-pre.1 - 1.22.2
911 May 21st at 5:47 AM seafarer_0.5.11.zip 1-click install
  • Fixed Long term foods compatibility to gradually switch over to their crops.
  • Fixed broken corn, sugar cane, and potatoe crops when LTF is installed.
0.5.10 seafarer
1.22.0-pre.1 - 1.22.2
424 May 20th at 2:12 AM seafarer_0.5.10.zip 1-click install
  • Fixed bug where outrigger was causing crashes due to looking at it with extend info on.
  • Added experimental Long term foods patch that replaced the seafarer crops with the long term food versions.
0.5.9 seafarer
1.22.0-pre.1 - 1.22.2
1128 May 15th at 11:35 PM seafarer_0.5.9.zip 1-click install
  • Fixed green planks not appearing when stacked on the ground.
  • Fixed errors caused when using alchemy mod.
0.5.8 seafarer
1.22.0-pre.1 - 1.22.2
309 May 15th at 2:20 PM seafarer_0.5.8.zip 1-click install
  •  Changed green plank recipe to use prep table and not conflict with boric alchemy.
  • Fixed crushing seashells with a stone to not consume the stone.
0.5.7 seafarer
1.22.0-pre.1 - 1.22.2
1359 May 13th at 2:50 AM seafarer_0.5.7.zip 1-click install
  • Fixed issue with outrigger sail
  • Changed seasoning planks to add an extra step to turn regular planks to green planks
  • Add flour tortilla recipe
  • removed exposure syem
0.5.5 seafarer
1.22.0-pre.1 - 1.22.2
758 May 10th at 4:30 AM seafarer_0.5.5.zip 1-click install
  • Improved generation of tortuga with Terra Pretty and other world gen mods.
  • Fixed some location not appearing underwater.
  • Add patch so new wood types won't cause errors with shipwright.
0.5.4 seafarer
1.22.0-pre.1 - 1.22.2
424 May 9th at 5:12 PM seafarer_0.5.4.zip 1-click install
  • Fixed crash related to using custom fruit trees in the grow pot
  • Add candided black berries.
0.5.3 seafarer
1.22.0-pre.1 - 1.22.2
233 May 9th at 5:43 AM seafarer_0.5.3.zip 1-click install
  • Fixed -  issues with quenching bonuses not transfering to finished cutlass.
  • Fixed - story zone placements
  • Fixed - some missing lang keys.
  • Improvement - added configurable boat speeds need to restart after changing to see changes.
  • refactor - removed exposure system.
0.5.2 seafarer
1.22.0-pre.1 - 1.22.2
875 May 4th at 12:36 AM seafarer_0.5.2.zip 1-click install

Fixed

  • Exposure system not working as intened now clears on death.
  • Exposure system will now clear on joining a game if its switched off.
  • Updated handbook to explain that healing items will clear exposure levels.
  • Exposure system now off by default.


    Really doesn't add the flavour that I want it to do. Going to rethink the whole idea or scrap it.
0.5.1 seafarer
1.22.0-pre.1 - 1.22.2
206 May 3rd at 5:22 PM seafarer_0.5.1.zip 1-click install

FixesSave

  • Fixed issue with tortuga not being placed correctly on different world heights.
  • Add patch so it should work better with the conquest mod.
  • Incorprated the fixed from seafarer crop fix  mod. Thanks to nitrofenix
  • Fixed bug with cuttings crashing the game.
  • Fixed cutlass and mudrake not using the new quenching system.
0.5.0 seafarer
1.22.0-pre.1 - 1.22.1
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.

  • lots of minor bug and recipe fixes.
  • performance improvements and fixes to exposure system
  • rework to configuration setup so it should work better.
  • still needs some tweeking and testing
0.2.9 seafarer 2893 Apr 11th at 12:56 AM seafarer_0.2.9.zip 1-click install
  • Fixed rake model
0.2.8 seafarer 31 Apr 11th at 12:21 AM seafarer_0.2.8.zip 1-click install
  • More fixes griddle mold not working being placeable or working in the pit kiln. Hopefully finally fixed.
  • Adjusted some clipping issues for drying rack.
  • carry on mod support
0.2.7 seafarer 225 Apr 9th at 6:53 AM seafarer_0.2.7.zip 1-click install
  • fix to unable to pick up barge
  • fix to unable put down amphora
  • fix to breaking amphora returning the wrong item
  • fix to fermented stews/soups
0.2.6 seafarer 321 Apr 7th at 11:57 PM seafarer_0.2.6.zip 1-click install
  • fix: The raw onggi jar, salt pan, and griddle mold can only be placed in the center now
  • fix: The finished griddle mold can be picked up
  • fix: You can now pit kiln with the griddle mold 
  • fix: Guide book links now work.
  • the Seafarer tab in the creative menu should now have everything.
0.2.4 seafarer 194 Apr 7th at 4:12 AM seafarer_0.2.4.zip 1-click install
  • fixed: Fixed drying rack now working fast enough
0.2.3 seafarer
1.22.0-rc.5 - 1.22.0-rc.7
121 Apr 6th at 7:35 AM seafarer_0.2.3.zip 1-click install
  • fixed - salting fish directly in a salt pan not working.
  • fixed - coconut  not being filled with coconut water when broken on the preptable.
  • improvement - reduced salt extraction time
  • improvement - guide entries better explain how to use the prep table
  • improvment - guide entry improved to make it clear tools can be used on the salt pan to speed up extraction.
  • feature - mud rake can now rake muddy gravel to get sea shells
  • feature - crushed sea shells can be cooked in a pit kiln to make lime.
0.2.2 seafarer
1.22.0-rc.5 - 1.22.0-rc.7
177 Apr 5th at 7:28 AM seafarer_0.2.2.zip 1-click install

Fixed - Tortilla dough recipe working
Fixed - Tortilla dough couldn't be made at prep table
Improvements - Added ConfigLib support.
Improvements - Esnured all new game mechanics are configurable.

Improvements - Added Expanded Foods compatability.

0.2.1 seafarer
1.22.0-pre.1 - 1.22.0-rc.7
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
1.22.0-rc.4 - 1.22.0-rc.7
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
  • More fixes griddle mold not working being placeable or working in the pit kiln. Hopefully finally fixed.
  • Adjusted some clipping issues for drying rack.
  • carry on mod support
0.1.7 seafarer 209 Apr 9th at 6:54 AM seafarer_0.1.7.zip 1-click install
  • fix to unable to pick up barge
  • fix to unable put down amphora
  • fix to breaking amphora returning the wrong item
  • fix to fermented stews/soups
0.1.6 seafarer 150 Apr 8th at 12:00 AM seafarer_0.1.6.zip 1-click install
  • fix: The raw onggi jar, salt pan, and griddle mold can only be placed in the center now
  • fix: The finished griddle mold can be picked up
  • fix: You can now pit kiln with the griddle mold 
  • fix: Guide book links now work.
  • the Seafarer tab in the creative menu should now have everything.
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

  • Temporary grid recipes for clam shucking, open coconuts, and crushing sea shell.
  • Tomato and chili bushes might not work...

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

Mr_J_Soda, 4 days ago

How do I seal the Amphora (Liquid)? I place it on the ground full is liquid, but I can't apply fat or beeswax

Glec, Jul 1st at 5:29 AM

Barge sail changes nothing when added to the barge. :(

ShiroiKarei, Jun 28th at 5:42 PM

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? 

Isidra, Jul 3rd at 1:54 AM (modified Jul 3rd at 1:54 AM)
@ShiroiKarei: 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'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...

Isidra, Jul 3rd at 1:58 PM
@ShiroiKarei: 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,

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)_/¯."

Nereid, Jun 28th at 10:20 AM

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 ?

Morcalvin, Jun 26th at 5:55 AM

How do I use the mud rake? I have it equipped, right click on muddy gravel and it doesn't do anything?

SassyTooma, Jun 25th at 4:17 AM

love your work so far.
please keep updating and progressing this amazing, high potential mod. 

InkSlime, Jun 23rd at 9:58 PM

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.

MadSeraph, Jun 23rd at 6:45 AM

There is a language code issue with potatos in meals.

Peppepx, Jun 20th at 3:55 PM

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?

Foxtrot88, Jun 17th at 8:11 AM (modified Jun 17th at 10:52 AM)

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.

Morcalvin, Jun 17th at 5:22 AM

Outrigger canoe recipe in handbook isn't working? It just says handbook-seafarer-outrigger-craftinfo

GamerGoblin, Jun 15th at 12:36 PM

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.

MiraLeaps, Jun 15th at 11:08 AM

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!

Mollycoddle, Jun 12th at 1:00 AM

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.

TheWeedGuy, Jun 10th at 11:33 PM (modified Jun 11th at 12:34 AM)

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. 

Foxtrot88, Jun 10th at 12:08 PM

Safe to add on an existing world? I'm cursing myself for not finding this mod sooner before creating a new world....

TechnoGoth , Jun 11th at 2:05 AM
@Foxtrot88: 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.

Khaose81n, Jun 10th at 11:35 AM

Hey, love the mod so far.  Game runs it but loads with this error for each of the mod NPCs.

Spoiler!
9.6.2026 14:47:02 [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.

Not sure how to fix it or if it will cause issues one I start working the quest lines at Tortuga.

AgeofSeraphs, Jun 9th at 5:39 PM

open a coconut.  Use the water texture to X-ray when placed on the ground.  Can you look into this and fix please?

TechnoGoth , Jun 10th at 2:25 AM
@AgeofSeraphs: 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.

AgeofSeraphs, Jun 10th at 3:53 AM (modified Jun 10th at 3:54 AM)
@TechnoGoth: 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.

TechnoGoth , Jun 10th at 5:34 AM
@AgeofSeraphs: 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 Freakyus

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.   

John_FireHeart, Jun 8th at 2:21 AM

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?

DogSurgeon, Jun 8th at 12:38 AM

What's the update change/bring?

TechnoGoth , Jun 9th at 1:22 AM
@DogSurgeon: What's the update change/bring?

Just bug fixes 

  • mud rake rebalanced
  • fix mud rake config not appearing
  • Fixed issue with baggasse causing server crashes when placed.
  • Fixed LTF mod compability with quests.
Ren834, Jun 7th at 10:48 PM (modified Jun 7th at 10:50 PM)

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.

Randompug, Jun 7th at 8:19 PM

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

MayaPapaya, Jun 11th at 1:36 PM
@Randompug: 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.

RoseTintedGlass, Jun 5th at 6:20 PM

Is there a way to reset quests? One of my players threw away a key item and lost it.

TechnoGoth , Jun 6th at 6:28 PM
@RoseTintedGlass: 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.

Ren834, Jun 4th at 7:57 PM

No idea what I'm doing wrong but I can't figure out how to make green planks. Help would be appreciated.

DesolateRose, Jun 3rd at 5:10 PM

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

Landeun, May 31st at 7:01 AM

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.

RoxyVee, May 30th at 5:53 PM

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.

Jozhin_z_bazhin, May 30th at 8:15 AM

Placed outrigger building rollers on ground. Run home for materials. When returned - outrigger construction site become vanilla boat construction site o_O

soapkid, May 30th at 6:10 AM

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.

Kwacka29, May 27th at 10:55 AM

The handbook says to use dried chili to make hot sauce but the recipe for hot sauce is tagged to fresh chili

ToasterSquid, May 27th at 8:09 AM

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

DogSurgeon, May 27th at 5:43 AM (modified May 27th at 5:53 AM)

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...

Maeyanie, May 26th at 8:09 AM

You may want to add a note to this page (ideally with a link) that Progression Framework is required.

ZenKilla, May 25th at 4:50 AM (modified May 25th at 4:50 AM)

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. 

TechnoGoth , May 25th at 6:13 AM
@ZenKilla: 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 s

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.

Stevos, May 25th at 12:08 AM

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!)

Xenn_, May 24th at 1:46 PM

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.

Zyredis, May 24th at 6:31 AM

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)

bintoss, May 24th at 5:08 AM
server-main.log
23.5.2026 18:31:24 [Error] Patch 0 in seafarer:patches/expandedfoods-fermented-vegs.json: File expandedfoods:recipes/cooking/augratin.json not found
23.5.2026 18:31:24 [Error] Patch 1 in seafarer:patches/expandedfoods-fermented-vegs.json: File expandedfoods:recipes/cooking/augratin.json not found
23.5.2026 18:31:24 [Error] Patch 2 in seafarer:patches/expandedfoods-fermented-vegs.json: File expandedfoods:recipes/cooking/pastahot.json not found
23.5.2026 18:31:24 [Error] Patch 3 in seafarer:patches/expandedfoods-fermented-vegs.json: File expandedfoods:recipes/cooking/pastahot.json not found
23.5.2026 18:31:24 [Error] Patch 4 in seafarer:patches/expandedfoods-fermented-vegs.json: File expandedfoods:recipes/cooking/riceandbeans.json not found
23.5.2026 18:31:24 [Error] Patch 5 in seafarer:patches/expandedfoods-fermented-vegs.json: File expandedfoods:recipes/cooking/riceandbeans.json not found

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.

SniperGecko, May 24th at 12:28 AM

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

AgeofSeraphs, May 23rd at 10:42 PM

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.  

merryclefairy, May 23rd at 9:53 PM

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 ,, 

wholestar, May 23rd at 9:42 PM

Hiya, I tried to put a piece of salt-rubbed meat on the drying rack, but it doesn't wanna go on!

TechnoGoth , May 25th at 6:18 AM
@wholestar: 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.

Flashtoo, May 23rd at 1:15 AM

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?

konjel, May 21st at 9:35 PM

Hello, I've set up a griddle per guide but I can't light it up. The wood underneath never catches flame.

Arxwa, May 22nd at 8:22 AM
@konjel: 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

konjel, May 23rd at 6:43 AM
@Arxwa: 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.

Zyredis, May 21st at 8:20 PM (modified May 21st at 8:22 PM)

hey, i build the Outrigger and it seems the hitbox of this ship is about 1-2 Bigger then it looks (to the left)

MarzipanCrow, May 21st at 8:21 AM

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. 

TwilightAndry, May 20th at 10:13 PM (modified May 20th at 10:13 PM)

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?

SniperGecko, May 20th at 9:05 PM

V0.5.1 on Server 1.22.2 exposure: false; still getting exposure damage and HUD alerts

Luceo, May 20th at 8:15 PM

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

SavageZahar, May 20th at 5:10 PM

I noticed harvesting wild crops seems to be silent.  This happens with both a knife and bare hands.

Fefa, May 20th at 4:55 AM

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.

Ganzear, May 19th at 11:41 PM

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 :(

Crash Report
Loaded Mods: game@1.22.2, progressionframework@1.0.0, creative@1.22.2, survival@1.22.2, seafarer@0.5.8
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.AttachableInteractionHelp.GetOrCreateInteractionHelp(ICoreAPI api, EntityBehaviorAttachable eba, WearableSlotConfig[] wearableSlots, Int32 slotIndex, ItemSlot slot) in VSSurvivalMod\Entity\Behavior\BehaviorAttachable.cs:line 695
at Vintagestory.GameContent.EntityBehaviorAttachable.GetInteractionHelp(IClientWorldAccessor world, EntitySelection es, IClientPlayer player, EnumHandling& handled) in VSSurvivalMod\Entity\Behavior\BehaviorAttachable.cs:line 595
at Vintagestory.API.Common.Entities.Entity.GetInteractionHelp(IClientWorldAccessor world, EntitySelection es, IClientPlayer player) in VintagestoryApi\Common\Entity\Entity.cs:line 1522
at Vintagestory.GameContent.EntityBoat.GetInteractionHelp(IClientWorldAccessor world, EntitySelection es, IClientPlayer player) in VSSurvivalMod\Systems\Boats\EntityBoat.cs:line 723
at Vintagestory.Client.NoObf.HudElementInteractionHelp.getWorldInteractions() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 315
at Vintagestory.Client.NoObf.HudElementInteractionHelp.ComposeBlockWorldInteractionHelp() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 294
at Vintagestory.Client.NoObf.HudElementInteractionHelp.EntityInView() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 406
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 36
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 134
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 867
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
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

 

Luceo, May 19th at 9:54 PM

The outrigger causes me to crash, but only when looking at the seat or storage areas, the lantern slots are fine

Crash Report
Game Version: v1.22.2 (Stable)
5/19/2026 4:35:57 PM: Critical error occurred
Loaded Mods: game@1.22.2, mapteleporter@1.2.0, progressionframework@1.0.0, tabfix@1.0.2, creative@1.22.2, survival@1.22.2, seafarer@0.5.9
System.NullReferenceException: Object reference not set to an instance of an object.
   at Vintagestory.GameContent.AttachableInteractionHelp.GetOrCreateInteractionHelp(ICoreAPI api, EntityBehaviorAttachable eba, WearableSlotConfig[] wearableSlots, Int32 slotIndex, ItemSlot slot) in VSSurvivalMod\Entity\Behavior\BehaviorAttachable.cs:line 695
   at Vintagestory.GameContent.EntityBehaviorAttachable.GetInteractionHelp(IClientWorldAccessor world, EntitySelection es, IClientPlayer player, EnumHandling& handled) in VSSurvivalMod\Entity\Behavior\BehaviorAttachable.cs:line 595
   at Vintagestory.API.Common.Entities.Entity.GetInteractionHelp(IClientWorldAccessor world, EntitySelection es, IClientPlayer player) in VintagestoryApi\Common\Entity\Entity.cs:line 1522
   at Vintagestory.GameContent.EntityBoat.GetInteractionHelp(IClientWorldAccessor world, EntitySelection es, IClientPlayer player) in VSSurvivalMod\Systems\Boats\EntityBoat.cs:line 723
   at Vintagestory.Client.NoObf.HudElementInteractionHelp.getWorldInteractions() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 315
   at Vintagestory.Client.NoObf.HudElementInteractionHelp.ComposeBlockWorldInteractionHelp() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 294
   at Vintagestory.Client.NoObf.HudElementInteractionHelp.EntityInView() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 406
   at Vintagestory.Client.NoObf.HudElementInteractionHelp.Every15ms(Single dt) in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 332
   at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 36
   at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 134
   at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 867
   at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
   at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
   at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
   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
SizzleCorndog, May 19th at 5:46 AM

anyone know how this interacts with the culinary artilary mods?

TechnoGoth , May 20th at 2:19 AM
@SizzleCorndog: 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. 

DoctorProfessor, May 18th at 10:10 PM (modified May 18th at 10:14 PM)

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!

TechnoGoth , May 20th at 2:38 AM
@DoctorProfessor: 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

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.

DoctorProfessor, May 20th at 8:18 PM (modified May 20th at 8:51 PM)
@TechnoGoth: 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!

Mollycoddle, May 18th at 12:40 PM

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.

Thallassa, May 17th at 4:29 PM

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! 

MayaPapaya, May 17th at 12:37 PM

WAIT TORGUGA WAS ADDED WHEN DID THAT HAPPEN!??!

RuinousLibrarian, May 16th at 1:20 AM

Would it be possible to add compatibility with mods like long storage food to not have duplicate items?

IWillSoonReturn, May 15th at 11:02 PM

can you add disabling tortuga in the config or something?

TechnoGoth , May 15th at 11:41 PM
@IWillSoonReturn: 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.

Alddorag, May 15th at 7:10 PM

Also,piles of planks still invisible

Alddorag, May 15th at 4:41 PM

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. 

Spoiler
13.5.2026 21:41:33 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output alchemy:herbrack-seasoned-bismuth cannot be resolved.
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.

Trustmidas, May 15th at 3:34 PM

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.

Daddy_Also, May 14th at 11:10 PM (modified May 14th at 11:13 PM)

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. 

Daddy_Also, May 15th at 5:40 PM
@TechnoGoth: 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). 

Alddorag, May 14th at 11:40 AM (modified May 14th at 11:42 AM)

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

 

Hiru_, May 14th at 9:06 AM

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

genericname4468, May 14th at 2:04 AM

Is this compatible with Long-Term Foods? Both mods add corn.

TechnoGoth , May 14th at 2:28 AM
@genericname4468: 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.

genericname4468, May 18th at 2:48 AM
@TechnoGoth: 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?

RinOkami, May 13th at 12:24 AM (modified May 13th at 12:30 AM)

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.

Micromegas, May 12th at 6:16 PM

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.

Micromegas, May 13th at 2:18 AM
@RinOkami: 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.

Landeun, May 12th at 5:38 AM

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?

Fefa, May 13th at 3:05 AM
@Landeun: 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 imple

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

bintoss, May 13th at 5:53 AM
@Fefa: 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 f

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".

 

Fefa, May 13th at 6:22 AM (modified May 13th at 6:25 AM)
@bintoss: 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 

TechnoGoth , May 13th at 10:24 PM
@Fefa: 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.

AgeofSeraphs, May 11th at 11:59 PM

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

Zyredis, May 11th at 9:22 PM

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

Decended, May 11th at 1:50 AM

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?

Darkstarr, May 11th at 9:33 PM
@Decended: 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

 

TechnoGoth , May 11th at 11:10 PM
@Decended: 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?

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.

Niltrias, May 10th at 7:33 PM

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?

Chimbers, May 10th at 5:25 PM (modified May 10th at 5:27 PM)

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.

 

DrNite, May 10th at 3:25 PM (modified May 10th at 3:36 PM)

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. 

Katzvielle, May 10th at 3:46 AM

i get these errors

Spoiler
[Error] Missing mapping for texture code #null during shape tesselation of item seafarer:boat-outrigger-seasoned 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-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
_Sharkie_, May 9th at 7:11 PM

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.

TechnoGoth , May 10th at 4:52 AM
@_Sharkie_: 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

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.

Syllein, May 9th at 5:41 PM

Was ai used for the mod itself, or just the modpage?

umm, May 12th at 1:42 PM
@Syllein: Was ai used for the mod itself, or just the modpage?

Em dashes in 17 C# files. It's vibecoded.

Luceo, May 9th at 2:29 PM

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

Luceo, May 10th at 12:18 AM (modified May 10th at 12:25 AM)
@TechnoGoth: 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

Slickdoom, May 9th at 12:58 PM

Candied Blackberries in the works?

TechnoGoth , May 9th at 5:13 PM
@Slickdoom: Candied Blackberries in the works?

Added Candied Blackberries. 

Slickdoom, May 9th at 10:02 PM
@TechnoGoth: Added Candied Blackberries.

You the goat, thanks!

pimblokto, May 9th at 12:57 PM

No candied blackberries :(

TechnoGoth , May 9th at 5:13 PM
@pimblokto: No candied blackberries :(

Added Candied Blackberries. 

DefactoToast, May 9th at 8:40 AM

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

 

 

TechnoGoth , May 9th at 5:12 PM
@DefactoToast: 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.

DefactoToast, May 8th at 9:09 PM

one of my players just made a saber, quenched it 7 times, and when they put a handle on it the quenching bonuses dissappeared.

 

TechnoGoth , May 9th at 5:44 AM
@DefactoToast: 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.

IWillSoonReturn, May 8th at 5:42 AM (modified May 8th at 5:46 AM)

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

ReskoRaw, May 7th at 10:20 PM

Hello, This might be a stupid question but how do you harvest salt from the salt pan after the sea water dries?

TechnoGoth , May 9th at 5:44 AM
@ReskoRaw: 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

Hero_Husky, May 6th at 4:06 PM

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!

pimblokto, May 5th at 7:17 AM

I see assets for guava and num-num fruit but there's no way to get it. Will those eventually be added?

Maaagicmaaan, May 4th at 11:44 PM

Would it be possible to make the speed configurable on each ship?

TechnoGoth , May 9th at 5:45 AM
@Maaagicmaaan: 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.

Pearl_the_Lovely, May 4th at 8:19 PM

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?

josword, May 4th at 12:39 PM

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

Hopolites, May 4th at 5:03 AM

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.

DefactoToast, May 4th at 12:51 AM

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.

digerbop, May 3rd at 5:07 PM (modified May 3rd at 5:09 PM)

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.

DefactoToast, May 3rd at 8:16 PM (modified May 3rd at 8:39 PM)
@digerbop: 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 mo

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.

 

TechnoGoth , May 4th at 12:44 AM
@DefactoToast: 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.

Hatter, May 3rd at 8:51 AM

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.

jazzbar, May 3rd at 12:46 AM

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

TechnoGoth , May 3rd at 5:26 PM
@jazzbar: hmm did u change the sea level in the config? im using fixed sea level at 100 lol

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.

Agatha, May 2nd at 3:24 PM

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. 

MrJewsbury, May 2nd at 3:02 PM

Game crash when placin tomato cuttings, happened in SP and MP

Crash Report

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: }

DefactoToast, May 1st at 9:07 PM

cant durability quench the cutlas. cant put fireclay on it.

 

TechnoGoth , May 1st at 9:41 PM
@DefactoToast: 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.

Darmin404, May 1st at 3:18 PM

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

Kyattono, May 1st at 1:47 PM

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:

[Error]
Syntax error in json file 'seafarer:config/quests/morgan-mine.json': Failed deserializing morgan-mine.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.
Continued...
1.5.2026 08:40:12 [Error] Syntax error in json file 'seafarer:config/quests/drake-seasoned.json': Failed deserializing drake-seasoned.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-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.
litesalt, May 1st at 2:22 AM

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)

Detritus007, May 1st at 12:47 AM

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%

milkoz, May 1st at 12:15 AM

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!!

Detritus007, Apr 30th at 11:54 PM

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

TechnoGoth , May 1st at 12:41 AM
@Detritus007: 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. 

Taksidian, Apr 30th at 4:08 PM

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 

TechnoGoth , Apr 30th at 5:55 PM
@Taksidian: 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.

Leanna, Apr 30th at 2:51 PM

The progression framework link leads to a 404 :(

TechnoGoth , Apr 30th at 4:00 PM
@Leanna: The progression framework link leads to a 404 :(

Thank's I've fixed the broken links

BlindCaesar, Apr 30th at 7:24 AM

Looks really neat! Can this be added to an existing server?

TechnoGoth , Apr 30th at 4:01 PM
@BlindCaesar: 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.

Darmin404, Apr 29th at 7:28 PM (modified Apr 29th at 7:32 PM)

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

 

Mollycoddle, Apr 29th at 3:17 AM

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.

Lielac, Apr 26th at 3:58 PM

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.

Agatha, Apr 25th at 5:29 PM

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!

josword, Apr 23rd at 12:13 PM

TechnoGoth, is this compatible with the floral zone mods as they add coconuts and corn

great mod like your aitions

joywire, Apr 22nd at 11:28 PM

How do I make oiled flatbread, I can't figure it out. Also I can't unseal the storage amphora.

LunaGore, Apr 22nd at 12:48 PM

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.

Driendle, Apr 20th at 9:31 PM

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!

Stevos, Apr 20th at 12:08 AM (modified Apr 20th at 12:08 AM)

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.

DesertWandererr, Apr 18th at 5:12 PM

I was curious as there was an ask about the exposure system earlier, is it toggle-able or no?  

Pearl_the_Lovely, Apr 18th at 2:59 AM

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

BopiDope, Apr 17th at 3:56 AM (modified Apr 17th at 3:58 AM)

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!

rayllis689, Apr 13th at 4:16 PM

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. 

LordDeathHand, Apr 13th at 3:55 PM

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!

RavanaGrim, Apr 12th at 2:37 PM

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 

Asherren, Apr 11th at 6:42 AM (modified Apr 11th at 6:42 AM)

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.

rtyggewdew, Apr 11th at 6:36 AM

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.

Anteeksi, Apr 10th at 8:49 AM

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.

P1nkOblivion, Apr 9th at 11:44 PM

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

Tegotia, Apr 9th at 11:19 PM

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.

Panaqolus, Apr 9th at 6:22 PM

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?

BirbNerb, Apr 8th at 5:55 PM

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".

CurioCrow, Apr 8th at 5:53 PM

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 

litesalt, Apr 8th at 4:17 PM (modified Apr 8th at 4:29 PM)

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

onyxibara, Apr 8th at 2:00 AM

Holy shit this mod is amazing. My south east asian heart is pleased

TechnoGoth , Apr 8th at 12:01 AM

Yarro Thanks for the bug list!  Those should all be fixed now.

AgentOfChaos, Apr 7th at 6:54 PM

THANK YOU! 

 

RavanaGrim, Apr 7th at 6:02 PM

TechnoGoth amazing to hear! thank you so much

Yarro, Apr 7th at 4:11 PM (modified Apr 7th at 5:05 PM)

A few things I've noticed while playing around with this.

  • The raw onggi jar, salt pan, and griddle mold can all be placed as a quarter in a pit kiln, despite looking like they should only be able to fit in the center.
  • The finished griddle mold doesn't let you right click to pick it up when you are done forming it. You have to break it.
  • You can't make a pit kiln with the griddle mold eithter (red clay if that makes a difference)
  • None of the links in the guides work. They're set up as links, but clicking them goes nowhere. (except the link to the corn guide in the burrito guide. Sticks, linen, rope, baskets, storage vessel (which doesn't work), barrels, lanterns, and oil lamps  in the Barge guide don't link to the specific item, but to a handbook search page. It works for things like logs, vessels, lanterns, and lamps tho, since they are a varied item).
  • the Seafarer tab in the creative menu is missing: Open coconut, barges, coconuts (whole, half, meat, mash), corn and sugar cane seeds, and anything about the mud rakes.
Villoch, Apr 7th at 3:05 PM

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

TechnoGoth , Apr 7th at 2:52 PM

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. 

TechnoGoth , Apr 7th at 2:50 PM

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.

Jazzpirat, Apr 7th at 2:20 PM

The barge gives me Raft vibes, as in the game. That game had a cool concept but wasn't executed well. 

SolsInit, Apr 6th at 9:45 PM

"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?

herbemoji, Apr 6th at 9:13 PM

I third the 1.21 support request :). Having a blast with Hydrate or Diedrate and would LOVE the waterskin if nothing else!

Sat0ru, Apr 6th at 4:25 PM

I second RavanaGrim's question for 1.21 support!

MiraLeaps, Apr 6th at 9:31 AM

FiRE_DRAG0N_X I'm really excited to hear about that one

FiRE_DRAG0N_X, Apr 6th at 5:45 AM

Daaang I was gonna name my large ships overhaul mod "Seafarer" lol but alas, great looking mod!

qtpihayley, Apr 6th at 2:14 AM

will the mod be made compatible with Long Term food? both mods add sugarcane and corn

Leavraell, Apr 6th at 1:28 AM

awesome!! 😍

Yololator, Apr 5th at 7:46 PM

Where potato

ParallelPenguins, Apr 5th at 4:53 PM

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?

RavanaGrim, Apr 5th at 1:55 PM

Any chance for 1.21 support since 1.22 might be a ways off still?

rayllis689, Apr 5th at 12:45 PM (modified Apr 5th at 12:47 PM)

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?

Thalius, Apr 5th at 12:33 PM

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.

Vintage_trader, Apr 5th at 10:33 AM

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! 

Jariel, Apr 5th at 9:24 AM

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.

TechnoGoth , Apr 5th at 7:47 AM

@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. 

 

TechnoGoth , Apr 5th at 7:42 AM

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.

blueblynd, Apr 5th at 12:27 AM (modified Apr 5th at 12:35 AM)

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

Kairobi, Apr 5th at 12:23 AM

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!

Niltrias, Apr 4th at 10:30 PM

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. 

Ryumachinae, Apr 4th at 8:07 PM

Soo im hoping this works with Hydrate or Diedrate, you never explicitly stated compatibility

AgentOfChaos, Apr 4th at 5:58 PM

1.21.6 and my life is yours kind sir.

AriaIku, Apr 4th at 5:22 PM

very promising mod i will keep my eye on this gem

Yarro, Apr 4th at 3:30 PM

This is abolutley making it onto my next modlist!

AgeofSeraphs, Apr 4th at 3:27 PM

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.

Thalius, Apr 4th at 2:09 PM

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.

GnomeChompski, Apr 4th at 10:48 AM

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.

El_Neuman, Apr 4th at 9:16 AM

Now this is one of my favorite mods!

Announcer, Apr 4th at 9:02 AM

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.

Cuddly_Khan, Apr 4th at 6:47 AM

Your mods name is super confusing. There's already a mod called Salt and Sands.

Samogitia, Apr 4th at 6:31 AM

Dude, you need to put some screenshots :)