
Mods / Something in the Water
Author: BluntTongs
Side: Both
Created: Jan 28th 2024 at 2:07 AM
Last modified: Apr 19th at 11:05 PM
Downloads: 25259
Follow Unfollow 343
Latest release (for outdated Vintage Story v1.20.7):
SomethingintheWater_V1.2.6.zip
1-click install
This is a simple content mod that adds in a few new mobs to saltwater regions. Inspired by the old mod Dangerous Waters. Mostly for flavor if you happen to have oceans.
Sharks only attack Seraphs when attacked first, doing 12 damage with one bite.
Ocean Sunfish look pretty and provide some meat in a pinch.
Moon Jellyfish can be spotted by their glow and will deal a slight amount of damage if you touch them, but otherwise simply look pretty.
Special thanks to my pal Radiomann01 for modelling, animating, and texturing the shark; I just did the technical stuff required to put it in the game.
Continue to expect some more mobs in the future.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.2.6 | 2059 | Apr 19th at 11:05 PM | Show | SomethingintheWater_V1.2.6.zip | 1-click install | |
v1.2.5 | 9366 | Jan 6th at 2:29 AM | Show | SomethingintheWater_V1.2.5.zip | 1-click install | |
v1.2.4 | 6975 | Jun 2nd 2024 at 11:21 PM | Show | SomethingintheWater_V1.2.4.zip | 1-click install | |
v1.2.3 | 549 | May 28th 2024 at 2:47 AM | Show | SomethingintheWater_V1.2.3.zip | 1-click install | |
v1.2.2 | 310 | May 24th 2024 at 11:27 PM | Show | SomethingintheWater_V1.2.2.zip | 1-click install | |
v1.2.1 | 459 | May 19th 2024 at 5:21 PM | Show | SomethingintheWater_V1.2.1.zip | 1-click install | |
v1.2.0 | 4337 | Mar 16th 2024 at 7:16 PM | Show | SomethingintheWater_V1.2.0.zip | 1-click install | |
v1.0.0 | 112 | Jan 28th 2024 at 3:27 AM | Show | SomethingintheWater_V1.0.zip | 1-click install |
I have seen one shark while on a long trip south with a buddy and it was only because I was checking a cliff behind us for ore/strata. Shark jumps out of the water right into my zoomed in view (with that one mod) and it went out of render shortly after because we were moving away.
Have not seen one otherwise in hours of being around ocean/travelling through hundreds of new and old chunks. Not extremely high amounts, but ~2-5 hours minimum since installing.
I can unfortunately agree after about 18 hours of playtime in a heavily islanded world, I haven't seen a single spawn from this mod. I can spawn them in from the creative menu, but nowhere else naturally.
shows as being for 1.19.3 in the mod menu, and on 1.20.8 ive yet to see a single thing spawn in the oceans
Thank you for reporting the texture error! And sorry for being so long on the fix. It should be addressed now.
terci Great! I hope that maybe your fix could be given to the mod author so they could update their mod with the fix you did.
ThePhantomX64 Yes, after cranking up the spawn chances for everything to ridiculous levels, setting the max light level to 22, and swimming around for 5-10 minutes in creative, I did eventually find a big island chain with a lot of sharks and one sunfish. The mod author has stated that the whole ocean is viable for spawning them, and the ocean easily goes all the way to the mantle, so I guess that 99% of critter spawns are just down deeper than you'd ever see.
Still not sure why I saw only the one sunfish vs ~30 sharks though. Something may still be buggy.
terci Have you managed to find the sea creatures with that fix?
Been playing on an island world for a while now and never noticed any ocean mobs spawning.
I looked at the logs and saw some errors in client-main.log about a missing texture for shark shapes.
Long story short, I changed assets/somethinginthewater/shapes/entity/water/shark.json line 13 from:
"sharkcombined": "sharkcombined"
to
"sharkcombined": "somethinginthewater:entity/sharkcombined"
and the errors went away.
Now to start roaming the oceans again, and see if I can finally find a sea critter.
Deleted my old post. So i have been testing the mod, it has the same spawn rate as Rust and Rot. But for some reason they are really rare and spawn only in specific area's.
Thank you for the input! I'd love to see some animals from the Cetancodonta group (whales, dolphins, porpoises), some more variety in sharks/jellyfish and/or some manta rays, seals, or even starfish as like a slow-moving quarter-block sized mob
Anemones or Crinoids could also be 'mobs' but could easily be doable as blocks
LaDestitute You can unzip/rezip the mod folder and tweak the spawnrates of the individual creatures. I ultimately settled on current spawns being pretty low across the board by default one because I didn't want to demolish any given player's PC by loading in a bunch of entities (this has happened to me before though I'm pretty sure they've done a lot of base game optimization for entities over the past couple updates) and two because spawn rates are still kind of black magic to me and I have no idea what a balanced default setting would even be for saltwater mobs without doing a lot more tweaking and tuning and I'm kinda lazy lol
At some point I'd like to revisit spawns and do even more tuning but previously it was just so easy to end up with 60+ sharks and have no idea they were even there because that's just how oceans are and it was kind of silly. I think ~maybe~ I would fix this by just making sharks spawn pretty close to the surface instead of more or less the entire depth of the ocean but idk, that just feels inauthentic to me even if there aren't any diving suit mods that let you explore the ocean freely (yet). Idk I'll get back around to doing stuff like that and making some hitboxes less obnoxious eventually maybe
Is there any way to tweak the spawn rates of all the ocean mobs? I explored in a 1.20 world tweaked to have earth-like oceans (30% land) but only saw two sharks and nothing else across a distance of 2000 blocks or so north
gg
Is there an easy way to make it so that the sharks will attack players unprovoked?
Groundhack
VS uses JSON5, which allows comments, trailing commmas, unquoted property names, etc.
It's better to use a JSON5 parser in your tool rather than requiring mod authors to use standard JSON
Hello, I am working on a mod management tool and I noticed that your modinfo.json has a trailing comma in the dependencies section. The JSON specification does not allow for a trailing comma and it seems to be causing issues when reading your modinfo.json
The shark shape json needs the texture to say
"sharkcombined" : "somethinginthewater:entity/sharkcombined"
Hopefully this gets updated to around 1.20.3
Ocean worlds need more things.
Tongs I keep trying to swim, but the clap of my square cheeks is creating a cavitation bubble generating acoustic pressures of up to 80 kilopascals (12 psi) at a distance of 4 cm.
The pressure is high enough to kill small fish and corresponds to a peak pressure level of 218 decibels relative to one micropascal (dB re 1 μPa), equivalent to a zero to peak source level of 190 dB re 1 μPa m.
These claps can also produce sonoluminescence from the collapsing cavitation bubble. As it collapses, the cavitation bubble emits a short flash of light with a broad spectrum. If the light were of thermal origin it would require a temperature of the emitter of over 5,000 K (4,700 °C). In comparison, the surface temperature of the Sun is estimated to be around 5,772 K (5,500 °C).
Unfortunately, this mod doesn't work for me on version 1.20.3
Hello Monster_Kern! It does indeed work on the latest stable version. :)
Does this work on the current version? I'm dying to add stuff to improve the ocean! <3
Cant wait to have a fully vibrant ocean/coastal biome. This mod goes on the list!
Oh this looks so cute! I love mola mola!
Thank you (and Radiomann01) for making this!
yay more water stuff!!!
Yes! 1.20.0-rc.8, the oceans are alive
Is this mod still under development? It looks cool.
This mod would go so well with 1.20
When gamestyle setting "Creature Hostility = Aggressive", all predatory mobs in this modpack should be aggressive towards players nearby in or on the water. As Nikkolai said (below), they may not attack outright, but they may "sample" you to see if you or your boat is tasty! If you're swimming, this may be fatal!
Make for a very different water experience!
A sailfish might be cool.
Hi, I have a problem when I update my mods via EarlyModToolKit because the version 1.1 is tagged as 1.19.3 and the EarlyModToolKit sees it as the highest version and wants to download it. Could you change the version from 1.19.3 to V1.1.0? Thanks in advance.
no megalodon, just add more life forms
Please add Moonfish (aka Opah).
Thanks in advance!
Megalodon when?
+1 for what Nikkolai said, as I prefer realism to difficulty. Potentially, you could add a rarer kind of "corrupted" shark that actively seeks out and kills players? Like the rot creatures mod. Or maybe just add a useful drop to sharks to give players a reason to fight them, at which point the shark will of course fight back.
Sharks are not aggressive. Only reason they even attack people is generally because they mistake humans for seals or other aquatic mammals. As long as you're on a raft, the shark should just leave you alone. Soon as you start swimming around though, that's a different story.
JudgeRW There's nothing special in the vanilla code to my knowledge forcing entities to target your mount first if you're currently riding another entity; the raft just sits close enough for any mobs in the water to hit you. A custom behavior could be added to target whatever entity a player is riding first before moving on, but as is it's functioning "as intended." (This might even be addressed in the next big vanilla update if land-based mounts are added, but I don't think it'd be too hard to code a check necessarily. It definitely makes more sense for it to target your vessel first)
A bit more feedback. The sharks are able to hit and kill players while they are on a vanilla raft. We haven't tested yet with Joy of Sailing boats, but the vanilla rafts for sure. Is that intended? Seems like they shouldn't be able to? Especially maybe without destroying the raft first? Just a thought from our current playthrough.
Awesome. We'll be anxiously awaiting =) Thank you!
JudgeRW Of course! I've actually been meaning to get around to it. I can't give a timeline on how fast it'll come, but it's something I've wanted to do for a bit.
Any chance of a config for this some time? I love the new creatures, but as is all the saltwater in my worlds is teeming with sharks, lol. Would love to be able to turn their frequency down a bit.
I second what SaiDeer requests!
Woo! Glad to see the new stuff is in now!
Please make an optional setting where you can right-click the shark's nose to rotate that idiot 💜
Leonoric Wow, thank you for the offer! It's no worries, I'll be able to whip some up myself... Eventually. 😀
Hello ! Great mod ! If you need more animated models, you can take them from my mod Dangerous Waters, i am the author. I will be glad of it.
Hydromancerx While I can't guarantee I will anytime soon (since I'm working on a couple other projects at the time and just happened to have this model lying around), there are a few more things I want to see added to oceans for sure!
I already feel dread when I swim over dark depths, even knowing that there is nothing there.... now there will be 😢.
Looks quite cool!
BluntTongs
Please make more types of sharks! 🦈