
Vintage Story Mod DB · Vintage Story mod
Salt and Sands
Salt and Sands 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 saltw
Quick answer
Which Salt and Sands release matches 1.22.0-rc.1?
Salt and Sands 1.3.0 targets 1.4.4-dev.2, 1.4.5-dev.2, 1.4.6-dev.2. The project page does not say whether it belongs on the client. The project page does not say whether it belongs on the dedicated server. No extra mods listed for this file.
Where it goes
Is Salt and Sands required on the client, server, or both?
The project page does not say whether it belongs on the client. The project page does not say whether it belongs on the dedicated server.
No client/server declaration is available from this source.
What else does Salt and Sands 1.3.0 need?
1.3.0 on 1.22.0-rc.1. Every mod below is checked against that same setup.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add Salt and Sands without breaking your instance.
Built for Salt and Sands 1.3.0 on 1.22.0-rc.1. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use 1.3.0. It targets 1.4.4-dev.2, 1.4.5-dev.2, 1.4.6-dev.2; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
The project page does not say whether it belongs on the client. The project page does not say whether it belongs on the dedicated server.
- 04
Pick the file you checked
Use the “Get this file” button beside 1.3.0. It opens that exact file at the source.
About this project
What does Salt and Sands add?
Salt and Sands
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. (1.22 update: water milfoil no longer spawns from this mod because it has been added to vanilla. Old worlds from 1.21 will still have it.)
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, En-PT language file by AzuliBluespots, compiling work by Sekelsta and Valkyrja, Russian translation by Dimeymer, and some plant art by Ледяная Соня.
Due to life events of the authors, this mod is currently in maintenance mode. That means I'll try to keep up with updates and bug fixes at least every few months, but new features are not currently being added.
Help me make more mods, consider buying me a coffee via my Ko-fi or subscribing to my Patreon!
Project description from Vintage Story Mod DB.
Pick your setup
Salt and Sands releases for each Vintage Story version.
Choose the version and loader you play, then open the matching release.
1.22.1
1 loader build1.22.0-rc.10
1 loader build1.22.0-rc.9
1 loader build1.22.0-rc.8
1 loader build1.22.0-rc.7
1 loader build1.22.0-rc.6
1 loader build1.22.0-rc.5
1 loader build1.22.0-rc.4
1 loader build1.22.0-rc.3
1 loader build1.22.0-rc.2
1 loader build1.22.0-rc.1
1 loader buildShowing the newest 12 of 242 game versions. Older files are in the list below.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Salt and Sands versions and loaders
1.3.0
SaltAndSands-1.3.0.zip
8 May 2026
Looking for an older file? The official Vintage Story Mod DB project page is in Resources.