Mods / Salt and Sands v1.0.2

Category: #Creatures #Food #Worldgen
Author: Catasteroid
Side: Both
Created: Jul 5th at 12:03 AM
Last modified: Jul 10th at 10:55 PM
Downloads: 4477
Follow Unfollow 144

Latest file for Various v1.19.x:
SaltAndSands-1.0.2.zip 1-click install


Salt and Sands mod v1.0.2

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

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

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

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

The mod's two waterplants, water milfoil which spawns in freshwater and seagrass which spawns in saltwater serve as indicator plants, which help to immediately indicate whether the water you're examining is saltwater or freshwater without having to collect it with a bucket and check what the contents are.

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

Models and JSON work by Catasteroid, coral textures by Lucas, urchin textures by Hieronymus
and some plant art by

Please voice any suggestions, feedback, bugs or other issues with the mod you might have and we'll work together to make a better product.

Notice to other mods and texture artists, this mod has room for many more water plants and I am soliciting textures for new water plants, I am willing to pay generously for commissions for these textures!


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

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.0.2 3967 Jul 10th at 10:55 PM Show SaltAndSands-1.0.2.zip Install now
v1.0.1 348 Jul 8th at 10:44 PM Show SaltAndSands-1.0.1.zip Install now
v1.0.0 162 Jul 8th at 12:48 PM Show SaltAndSands-1.0.0.zip Install now

33 Comments (oldest first | newest first)

💬 WickedSchnitzel, 2 days ago

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

💬 ChocolateLovely, Aug 28th at 2:21 AM

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

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

💬 Devaraja, Aug 24th at 10:19 PM

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

💬 Hydromancerx, Aug 9th at 4:13 PM

Please patch with the Biomes mod!

💬 Sammy_SMD, Aug 2nd at 5:10 PM
💬 Whyban, Jul 29th at 9:28 PM

Make regrowable seaweed.

💬 Aimli, Jul 29th at 2:28 PM

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

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

💬 Sidfu, Jul 29th at 8:29 AM

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

💬 bwalk, Jul 28th at 11:24 PM

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

💬 dashr, Jul 27th at 2:19 PM

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

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

Edit Crashlog:

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

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

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💬 small_fern, Jul 17th at 4:25 PM

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

💬 hraabepex, Jul 14th at 6:02 PM

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

 

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

 

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

 

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

 

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

💬 Hydromancerx, Jul 11th at 3:13 PM

Catasteroid

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

💬 Tikimillie, Jul 11th at 11:18 AM

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

in addition, here are some edible beach plants!

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

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

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

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

 

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

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

 

bonus points if you add the ability to make kebobs lol

💬 Tikimillie, Jul 11th at 11:08 AM

yummy

💬 CatasteroidAuthor, Jul 10th at 10:57 PM

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

💬 drakray, Jul 10th at 10:15 PM

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

CrashLog

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

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

💬 MableZ, Jul 9th at 8:07 PM

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

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

💬 Arthopleura, Jul 9th at 7:24 AM

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

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

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

💬 CatasteroidAuthor, Jul 8th at 11:20 PM

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

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

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

💬 BluntTongs, Jul 8th at 9:46 PM

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

💬 Tobymaxgames, Jul 8th at 8:57 PM

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

💬 CatasteroidAuthor, Jul 8th at 8:36 PM

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

💬 NAVAROME, Jul 8th at 6:56 PM

good sucess for this mod

💬 drakray, Jul 8th at 3:40 PM

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

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

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

Following!, thank you for your good work :D

💬 WickedSchnitzel, Jul 8th at 2:59 PM

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

💬 WickedSchnitzel, Jul 8th at 2:55 PM

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

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

 

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

 

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

💬 DeanBro, Jul 8th at 1:45 PM

It looks very cool!

💬 111, Jul 8th at 1:42 PM

Amazing Mod!

Needs some lighting though

💬 Blaze_wraith, Jul 8th at 1:30 PM

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

💬 Arthopleura, Jul 8th at 1:18 PM

Is this compatible with crabb's biome mod ?

💬 Wandour, Jul 8th at 1:13 PM

you sir, are a LEGEND

💬 Moby_, Jul 8th at 1:03 PM

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

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

(edit comment delete)