Mods / Bioregions: Australasian Realm
Set to published to be listed. A draft mod is still visible to everyone via direct link
Author: Tentharchitect
Side: Server
Created: Sep 3rd 2023 at 4:50 PM
Last modified: Oct 29th 2023 at 5:06 PM
Downloads: 614
Follow Unfollow 6
Latest file for v1.19.0-pre:
AustralasianRealm-v1.0.2.zip
1-click install
I'll no longer be maintaining this mod and instead patching my mods for the Biomes mod, which includes all the functionality of this mod and more https://mods.vintagestory.at/show/mod/8785 For servers and existing users I'll leave this mod up as is.
Bioregions: Australasian Realm
This mod prevents animals and plants from spawning, leaving only those native to the Australasia. This mod does not add new plants or animals by itself.
You’ll see plants and animals from Antarctica, Australia, Tasmania and New Guinea. Plants are based on those present or introduced to the area between 11700 and 700 years ago while animals are those native to those areas during the same span. Mods that add both natural and supernatural creatures will have their non-native and supernatural entities disabled, though server hosts can go into the patches and remove the patch blocking a given animal in order to re-enable it.
As this mod removes content from the base game, certain technologies and resources may be harder to acquire than normal and some animal or plant based resources may be impossible to acquire without mods adding a native equivalent to the base game animals or plants that were removed.
Mods with content in this Bioregion:
Animals:
Bearded Dragons
Fauna of the Stone Age: Caninae
Feverstone Wilds
Knob-Tailed Geckos
Primitive Survival
Plants:
Farm to Table (Manually replace files)
Hide and Fabric (Manually replace files)
Wildcraft (Manually replace files)
Wildcraft Trees (Manually replace files)
Known Issues
In order for modded plants to work, you need to manually replace their patch files from the “manually replace files” folder in this mod. I’m looking into a way of patching their patches, but for now this will get the same results as the intended final version.
Mods that use the “game” directory for their animals can’t be patched
Links:
https://ko-fi.com/tentharchitect
And a big thanks to everyone who gave feedback and assistance!
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.0.2 | 256 | Oct 29th 2023 at 5:06 PM | Show | AustralasianRealm-v1.0.2.zip | Install now | |
v1.0.1 | 190 | Sep 24th 2023 at 5:35 PM | Show | AustralasianRealm-v1.0.1.zip | Install now | |
v1.0.0 | 168 | Sep 3rd 2023 at 4:53 PM | Show | AustralasianRealm-v1.0.0.zip | Install now |
Yeah, happy to help! It's been tricky making sure these mods with lots of compatibility patches are easy to understand. A lot of folks seem to take it that the content of those mods are included, instead of those mods being compatible with the mods function
Thanks for that! I was a bit confused by the Biomes mod's page where it says it supports those mods but didn't explicity say that they were all included in it, and then a comment you left saying that if you want the content then we should download the individual mods.
But that clears things up.
All my standalone bioregion mods are obsolete in favour of Crabb's Biomes mod. If you're wanting the same functionality as this mod, you can go into the Biomes' config files and change the realms file so it only has one australasia entry in the North and South hemisphere. That mod is set up such that all my animals can be compatible with it day one, so there won't be the delay of me needing to update all 12 standalone bioregions
BoogieBrando
So will this mod be updated still or are all your standalone bioregion mods going to become obsolete in favour of Crabb's Biomes mod?
Oooh! I will definitely be keeping an eye out for that mod in the future! ^_^
Happy to clarify, yeah all the biomes will become the Australasian equivalents, Tundra will be Antarctic, Tropical jungles will be North Australia and New Guinea, deserts will be central Australia and so on.
Crabb is working on an all in one version, where large portions of the world act as a bioregion, called Biomes, but it is still WIP and not all of the modded content is compatible yet
Thanks for the explaniation, I was about to install all of the bioregions 😅 I had no idea it was just a 1 world kind of thing, I thought it just effected 1 specific biome in the game.
It sets the chance for certain animals and plants spawning to 0, leaving only the animals and plants native to Australasia left. It does not remove the items themselves from the game, just stops the sources from spawning. Certain resources in certain biomes therefore may be unavailable in a normal world, if they were normally available only through naturally spawning animals or plants.
So for example, all sources of feathers aren't available because chickens don't spawn here, but you could potentially buy them from traders.
@Tentharchitect I just have a question, because I want to make sure I know how this mod works. Your description says it removes items, but does it just disable certain resources in certain biomes? Or does this mod actually remove things to make the whole world map feel like this region?
Perfect, glad you got it working!
Hello, I am a bit confused about the "Manually replace files". Do I place the .json file in the other mods folder? Like for example does the wildcraft goes into the actual wildcraft mod? And even if it does Im at a lost for where to put it 😅
Nevermind, I think I figured it out - I unzipped wildcrafts mod folder did a search for the patch names and found them, so gonna replace them then rezip the folder! 😄
Currently this bioregion is light on content, so outside of using extensive mods or cheating in items it will be difficult to use this for a survival playthrough. Hopefully in time that will change as new mods are released!