Mods / Fields of Salt
Author: Xytabich
Side: Both
Created: Mar 29th 2023 at 9:08 PM
Last modified: Feb 17th at 9:36 PM
Downloads: 11932
Follow Unfollow 210
Latest file for v1.19.0:
fieldsofsalt_v1.2.1.zip
1-click install
This mod adds an evaporation pond to the game, which makes possible to evaporate liquids to obtain resources. Channels for fluid transfer are also added. They allow you to transfer liquid from liquid source blocks to the pond.
The mod itself adds a recipe for producing salt from sea water. But it is also possible to add custom evaporation recipes, description and example are available on github.
Known issues:
- At some angles, the contents of the pool and channels may not be displayed
- Sometimes visual glitches can appear when forming the structure of the pond
Contributions:
- Japanese translation by macoto_hino
- Portuguese (Brazil) translation by Yanazake
- French translation by Laerinok
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.2.1 | 4579 | Feb 17th at 9:36 PM | Show | fieldsofsalt_v1.2.1.zip | Install now | |
v1.2.0 | 1561 | Dec 27th 2023 at 7:31 AM | Show | fieldsofsalt_v1.2.0.zip | Install now | |
v1.1.2 | 4425 | Apr 29th 2023 at 1:58 PM | Show | fieldsofsalt_v1.1.2.zip | Install now | |
v1.1.1 | 405 | Apr 26th 2023 at 9:44 AM | Show | fieldsofsalt_v1.1.1.zip | Install now | |
v1.1.0 | 235 | Apr 26th 2023 at 5:45 AM | Show | fieldsofsalt_v1.1.0.zip | Install now | |
v1.0.0 | 727 | Mar 29th 2023 at 9:32 PM | Show | fieldsofsalt_v1.0.0.zip | Install now |
So an issue I've been having for awhile in my server, the pond will work for a time, but eventually will not refill on it's own. Breaking and resetting the pond will get it working again, but it always empties out to never refill eventually.
That worked, I was just wrong then.
Thank you very much, next spring I can harvest salt finally.
UncaringDuck you must have the edge and the slab on the same layer, so that you have only half a block between the edge and the pond bottom. you dont have to build the edge block and then the bottom on the block below, but you need the edge with full polished stone blocks and the slabs right next the edge. The pond is a 1-block high structure, botton and edge alltogheter in the same level
I cannot get this mod to work in the latest version. I keep getting the same error: "invalid bottom blocks"
I have tried every variation of polished rock slabs, both top and bottom, always the same error.
Here's an image of my first and last attempt, both same setup and still same result: https://ibb.co/WsXhCCy
Im not sure if im wrong or the mod is broken.
Tobymaxgames works for me. Attach a detailed description if there are any issues.
mod is broken on 1.19.8.
ty.
MrTango yes, the config file is optional and must be created manually. The tile can have up to 15 layers, one layer is one item, and the number of layers added per cycle depends on the recipe (i.e. from its output quantity).
Cant find fieldsofsalt.json, do i have to make one manually? Want to stop evaporation at and below -1.8*C.
And, how much salt can a single tile worth of evap-pond hold before its full?
gg
Loads fine and seems to work in 1.19.3, the issue I've noticed is that most stone types don't work, it just gives an 'invalid edge block type' error. I investigated the mod files a bit and discovered it specifically lists the three marble types, suevite and kimberlite under the rock types in pondtemplate.json. If i use one of these rock types it works fine, but other rock definitely worked in past versions.
The stock polishedrock.json does also have a section which states those specific rock types.. I'm not far enough into modding to know why or what it means or how to fix this mod, but I figure it's worth putting what I found here in case it saves some work for someone who does know.
Edit: Trying it on a server instead it works just fine with granite, which didn't work in single player, so... idk anything actually
Will this be updated for 1.19.x? It's a great mod.
ok i think i found the error : The game apparently does not handle different mod version in the mod folder even if only one of them is enabled (and i downloded the wrong version the first time, so i had 2) . I removed it now, so it works fine.
I got this issue with the v.1.1.2 of the mod on VS v.1.18.15. Do anyone knows how to resolve it ?
Running on 64 bit Windows with 32452 MB RAM
Game Version: v1.18.15 (Stable)
06/01/2024 13:25:49: Critical error occurred
Loaded Mods: aculinaryartillery@1.0.15, claycasting@1.1.1, primitivesurvival@3.2.9, she1fish@1.1.0, spyglass@0.4.7, survivalcats@1.2.3-rc.2, game@1.18.15, additionalmolds@1.0.1, betterjonasdevices@1.0.2, expandedfoods@1.6.8, fishing@1.1.5, immersivewoodchopping@0.5.2, sailboat@1.2.4, lavoisier@1.3.0, rivers@1.1.2, creative@1.18.15, vsinstruments@1.2.4, survival@1.18.15, wildfarmingrevival@1.1.6, bullseye@2.5.1, chemistrylib@1.1.5, kosfire@1.1.3, kos-goldamalgam@1.0.0, kosphotography@1.3.4
System.Exception: Don't know how to instantiate item of class 'fieldsofsalt:pondtemplate' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateItem(String itemClass) in VintagestoryLib\Common\ClassRegistry.cs:line 273
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 19
at Vintagestory.Client.NoObf.ClientSystemStartup.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\Startup.cs:line 580
at Vintagestory.Client.NoObf.ClientSystemStartup.LoadItemTypes() in VintagestoryLib\Client\Systems\Startup.cs:line 392
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\Startup.cs:line 334
at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass12_0.b__0(Object a) in VintagestoryApi\Common\TyronThreadPool.cs:line 108
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 06/01/2024 13:21:09, Site = , Source = Application Error, Message = Nom de l’application défaillante Vintagestory.exe, version : 1.18.15.0, horodatage : 0x64e841c5
Nom du module défaillant : openal32.dll, version : 1.23.0.0, horodatage : 0x63dd31ad
Code d’exception : 0x40000015
Décalage d’erreur : 0x00000000000df046
ID du processus défaillant : 0x0x5d54
Heure de début de l’application défaillante : 0x0x1da409a8cb364ed
Chemin d’accès de l’application défaillante : C:\Users\Couvert_Antoine\AppData\Roaming\Vintagestory\Vintagestory.exe
Chemin d’accès du module défaillant: C:\Users\Couvert_Antoine\AppData\Roaming\Vintagestory\Lib\openal32.dll
ID de rapport : eaf2eb2a-902e-4131-8ae6-88a3e1e13436
Nom complet du package défaillant :
ID de l’application relative au package défaillant : }
--------------
{ TimeGenerated = 06/01/2024 13:20:52, Site = , Source = Application Error, Message = Nom de l’application défaillante Vintagestory.exe, version : 1.18.15.0, horodatage : 0x64e841c5
Nom du module défaillant : KERNELBASE.dll, version : 10.0.22621.2792, horodatage : 0x3091b6fb
Code d’exception : 0xe0434352
Décalage d’erreur : 0x000000000006567c
ID du processus défaillant : 0x0x5d54
Heure de début de l’application défaillante : 0x0x1da409a8cb364ed
Chemin d’accès de l’application défaillante : C:\Users\Couvert_Antoine\AppData\Roaming\Vintagestory\Vintagestory.exe
Chemin d’accès du module défaillant: C:\Windows\System32\KERNELBASE.dll
ID de rapport : 924f383e-d51f-4df4-a9f7-57d13bc1ef72
Nom complet du package défaillant :
ID de l’application relative au package défaillant : }
--------------
{ TimeGenerated = 06/01/2024 13:20:51, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
CoreCLR Version: 7.0.1123.42427
.NET Version: 7.0.11
Description: The process was terminated due to an unhandled exception.
Exception Info: System.Exception: Don't know how to instantiate item of class 'fieldsofsalt:pondtemplate' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateItem(String itemClass) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\ClassRegistry.cs:line 273
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\Network\ItemTypeNet.cs:line 19
at Vintagestory.Client.NoObf.ClientSystemStartup.PopulateItems(List`1 items, Int32 listSize) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\Startup.cs:line 580
at Vintagestory.Client.NoObf.ClientSystemStartup.LoadItemTypes() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\Startup.cs:line 392
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step1() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\Startup.cs:line 334
at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass12_0.b__0(Object a) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\TyronThreadPool.cs:line 108
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
}
It can't be loaded with 1.19-pre9!
Can anyone confirm if this works using v.1.19pre?
@Savasthek Pick it up with any fluid container and see what it says about the contents. Or notice what the tooltip is saying while picking it up. Also, saltwater is slightly darker on the map and doesn't freeze in winter.
How can one find out if the water input is salt water?
I am at the edge of what i would consider an `ocean`
All water looks the same to me, but after designating the evaporation pond with the template, and inputing water to the pond connector, the pond does not fill.
Rescon I don't quite understand, can you send screenshots in PM or in discord?
Xytabich we got graphic glitches with the net7 Version... The "Sediment" Water is just a grey block texture...
Can landcover be edited on an existing savegame (and if so, how? really like the look of this mod)? ie. new chunks generated will obey updated configs.
Xytabich that is wonderful. im still attempting to find the mod that made my one world fail. not crash but litteraly stuck but allowed time to pass. its been over a week now so i dont have the files on hand. but i couldnt tell which mod was doing it. i think it couldve been a mix of primitive survival and a mod that was apparently only for net.7
Ultimaheart4
The mod works on 1.18.6. And it doesn't add any generation, salt water is vanilla.
hanvt seen any files for recent stable 1.18.6 can i assume this works with 1.18.6? im trying to pinpoint which mod broke my world when i threw them all together and ive checked off 25 of them. but im not even sure i found salt water in my world ive been messing around in to test those mods. just wanted to check this mod working in current stable off my list and wasnt sure how to test it to see if it works or if it changed world gen honestly.
Ginko72
Salt can be collected as soon as sediment forms (can be seen through the water). Sediment will form as long as there is liquid in the pool for evaporation, and there is free space for sediment. The pond holds up to 15 units of salt per block.
Yes, it needs to be salt water (I got myself a block from creative since I hadn't started with oceans)
Thanks for the tip on the hoe. Sadly, my poor eyes had trouble with the tool tip.
In any case, now that I can harvest the salt, how do I reset the pond after harvesting? Or, was I impatient and it will happen automatically?
Thanks again!
I think I made my first pool. There is one connector (the one with wood on it) pointing directly at water, and the planner worked as intended, it seems. Does it NEED to be salt water or does it work on normal water? Also, do I need extra blocks for the pool to start filling?
Ginko72
To collect sediment, you need a hoe. It is indicated in the handbook, in the guide and in the in-world tips.
What tool is used to harvest salt? Last time I had a batch, I broke a slab. I figure that there has to be an easier way. Thanks for the awesome mod!
There's new conte4nt in there to translate, or somehow I missed it. Hmm.
Yanazake
The obsidian related error is probably due to a mod that adds a polished version of it to the game. To make the recipe work for polished obsidian, need to patch the connector block and add the obsidian variant to it.
As for the translation, you can DM it on the forum, or by writing to me on Discord.
The connector is not required for the pond, you can create the pond without it. "Invalid Edge Blocks" can only appear if the borders consist of the wrong type of blocks. MrCopperman
Just an FYI About a few things you might run into:
"Invalid Edge Blocks" Seems to occur if you try to make an evap pond without the "Connector" attached already. It must be there before you use the Template to check/convert it
The total dimensions of the pond must be odd, including the edge blocks. So for example 1 wall, 5 blocks of interior, and another wall = 7 Blocks
The Pond wont fill up or work unless you are filling it with Salt Water. Salt water only generates in oceans which are new, and by default do not spawn ever. The control for oceans is called "Landcover" in World Gen and by default is 100% (ie: No oceans)
The walls of the Evap pond must be polished rock, the floor must be polished rock slabs
These were confusing to me at first but I figured them out by trial and error. Hope it helps anyone else looking to use it.
pt-br crowdin translation done!
Also, it's throwing an error in the console.
27.4.2023 10:16:58 [Warning] Failed resolving crafting recipe ingredient with code fieldsofsalt:connector-obsidian-ns in Grid recipe
27.4.2023 10:16:58 [Error] Grid Recipe 'fieldsofsalt:recipes/grid/connector.json': Output Block code fieldsofsalt:connector-obsidian-ns cannot be resolved
I'm gonna have to tackle the pt-br translation of this 😅
The mod has no dependencies, you only need the latest version of the game (1.18.0-pre8 atm)
can you please link the dependencies mod in the description, or at least name what the dependencies are?