Mods / Biomes

Tags: #Creatures #Tweak #Worldgen
Authors: Crabb, Hydromancerx, actioninja
Side: Server
Created: Oct 27th 2023 at 12:05 PM
Last modified: Feb 2nd at 12:50 AM
Downloads: 38777
Follow Unfollow 1015

Latest release (for Vintage Story 1.21.0, potentially outdated):
biomes_1.21.0.zip  1-click install
For testers (for Vintage Story 1.21.0-pre.1 - 1.21.6):
biomes_2.0.0-rc.1.zip  1-click install


The mod is currently undergoing a major rewrite to massively improve performance and improve future maintainability. The release candidate should be quite stable, but there has not been extensive testing done on these versions, and many of the changes can be considered work in progress. It shouldn't result in world corruption, but make a backup just in case if you're updating!


BIOMES

 

The Biomes mod makes the game world feel more realistic and alive by sorting flora and fauna into their native real-world biomes. Different regions will have their own flavour and travel will feel more meaningful.

If an animal or tree is not whitelisted or given a biome, it will not spawn. Story mobs are whitelisted. Trees can still grow outside their native habitat if planted from seed by a player.

 

Requires a new world to be generated.

FAQ


 

Q: What does this actually do?

It divides a world into large sections within which plants and animals allowed to spawn within those sections are the only thing that can spawn. It's less akin to minecraft style biomes of discrete varied climates/regions/etc, and more like an overlay of limited spawns to increase world variety. The regions are very large and are based on the global position in the world, so you may want to generate a smaller world with a centered equator to be able to reasonably travel to multiple biomes. Spawn conditions such as temperature, moisture, etc all also still apply, you can think of the spawn limitation as more of a narrowing of possible candidates within the biome.

Q: That sounds like that lowers world variety by having less spawns overall, should I use this by itself?

Generally you shouldn't use Biomes by itself. The base game doesn't really have enough global plant and entity variety to make up for that each biome has a limited spawn pool. It's highly recommended to at a minimum use Biomes with FOSTA, Floral Zones, and Wilderlands Ethology to get closer to the intended experience. See the compatibility list below for a further reference of what mods are strongly recommended to use with it. However, the more the merrier. Because each Biome is a limited pool, adding many mods that add plants, entities, world gen features, etc. serves much less to clutter up world generation.

Q: Do I need to generate a new world for this mod to work?

Yes. While technically new chunks will follow biome generation, you may experience all kinds of weird behaviors if the world wasn't generated with Biomes already installed.

 

Q: I'm not seeing this specific plant or animal anywhere near me, what gives?

As mentioned higher up, the biomes are quite large. They by default take up a full 6th of their given hemisphere! You may not be traveling far enough for the size of your world.

Q: Do I need to do anything to update my world to Biomes 2.0?

If I did everything right, you shouldn't. There were many internal changes but worlds and config should auto-migrate.

 

Suggested world-gen settings

For the most Earth-like world, customise your world and set the pole to equator distance to be half the world height. So if your world is 1 million blocks tall, set the pole to equator distance to be 500,000 blocks. This will give you a world with a hot equator and north and south poles.

Example settings:
World height - 256 (default)
World width - 102k
World length - 102k
Polar-Equator distance - 50k

 

 

Credits

Created with a huge amount of effort contributed by Hieronymous, TenthArchitect, Sheepon, Ledyanaya Sonya, Honk Cluwne, Gryfang, Hydromancerx, RaptorMother, n_azurik, ShaeTsu, Clint, and helpful suggestions from Zelifor. Pull requests gratefully accepted.


Good hunting to the butterfly enthusiasts!

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
2.0.0-rc.1 biomes
1.21.0-pre.1 - 1.21.6
519 Feb 2nd at 12:50 AM biomes_2.0.0-rc.1.zip 1-click install

Bump to release candidate because I'm basically feature complete now and only one major-ish issue has come up in several weeks.

2.0.0-dev.13 biomes
1.21.0-pre.1 - 1.21.6
7 Feb 2nd at 12:46 AM biomes_2.0.0-dev.13.zip 1-click install

- fix an issue with concurrency that was occasionally corrupting the biome list for animal spawns

2.0.0-dev.12 biomes
1.21.0-pre.1 - 1.21.6-rc.1
737 Dec 10th 2025 at 11:29 PM biomes_2.0.0-dev.12.zip 1-click install

- Better handling of errors in compat config

2.0.0-dev.11 biomes
1.21.0 - 1.21.6-rc.1
58 Dec 10th 2025 at 1:39 AM biomes_2.0.0-dev.11.zip 1-click install

- New API functionality, update to this if you're experiencing crashes with other mods

2.0.0-dev.10 biomes
1.21.0 - 1.21.6-rc.1
14 Dec 10th 2025 at 1:13 AM biomes_2.0.0-dev.10.zip 1-click install
  • Whitelists and Plant config are now (mostly) split by mod. This shouldn't have an outside behavioral change, but report any issues that come up.
  • There's now a new stable API for mods to use instead of directly trying to futz around with the data themselves
  • Some minor patching corrections such as buzzy bees compat and no errors on tamed elk spawning.
2.0.0-dev.9 biomes
1.21.0 - 1.21.6-rc.1
65 Dec 9th 2025 at 1:11 AM biomes_2.0.0-dev.9.zip 1-click install

Critical config fix for dev.8, see dev.8 for a more detailed changelog. Yanking dev.8 because it does not migrate configs properly.

2.0.0-dev.8 biomes
1.21.0 - 1.21.6-rc.1
50 Dec 8th 2025 at 1:37 AM Release Retracted

Retraction Reason:

Use dev.9 instead, this version has a severe issue with config migration which results in broken world generation. Yanking because the issue can result in corrupted generation.

Changelog:

WARNING: THIS VERSION MIGHT BREAK YOUR SAVES! MAKE A BACKUP BEFORE USING!

This version includes a new data format for how biome data is stored within chunks. This format is both smaller and much, much faster to work with.

I included an auto-migration functionality which on basic testing works but I cannot verify deeply.

If you are not on an existing world and plan to generate a new one, disabling "AutoMigrateOldData" in the config will slightly improve performance.

Changes:

  • Realm data is now stored in a new more compact and efficient format.
  • Realm generation has been reworked. Now on the border region of two realms, there's a fairly wide area where the two realms will both be valid. On top of this, the process for doing this is much, much faster. If you want the old behavior to avoid any unusual realm generation on new chunks, change the `type` in the config to `classic`. This will be better documented on stable release. If you want to use the new method on new generated chunks, this won't cause harsh chunk borders it will just result in biomes changing in unexpected ways.
  • Realm order is now in user config instead of mod config. This allows easier configuration of disabling realms or adjusting realm order.
  • Rivers compatibility has been fixed and reenabled, shouldn't result in significant overhead during generation and has minimal overhead for entity spawning.
  • Chunk data is now cached, should result in even lower runtime overhead
  • Many places where string hashing was done were reworked to use much faster hashing methods, should result in even faster world gen and lower runtime overhead
  • Many small optimizations and logic improvements were made, which should result in overall better performance
  • Behavior of what happens when an entity that isn't configured for biomes attempts to spawn is now a config, the default is "AllowButWarn". This will be changed to "DenyButWarn" for a stable release once compat issues have been ironed out. Switch to "Allow" or "Deny" to silence log warnings.
2.0.0-dev.7 biomes
1.21.0 - 1.21.5
162 Dec 3rd 2025 at 5:27 AM biomes_2.0.0-dev.7.zip 1-click install
  • Internal split of config into a seperate class from the main mod system
  • Several minor fixes to compat and whitelisting contributed by ShaeTsu
2.0.0-dev.6 biomes
1.21.0 - 1.21.5
60 Dec 2nd 2025 at 8:45 AM biomes_2.0.0-dev.6.zip 1-click install
  • Entity spawns should actually be properly filtered now, a logic error resulted in the biome check always returning valid
  • Readds ShaeTsu's fixes that were merged shortly before I took over and I accidentally swallowed in the process of splitting the patches :/ sorry about that.
2.0.0-dev.5 biomes
1.21.0 - 1.21.5
161 Nov 26th 2025 at 9:04 PM biomes_2.0.0-dev.5.zip 1-click install
  • Actually proper build
  • Fix an issue where fruit trees were caching incorrectly, potentially fixing the wildcraft crash
2.0.0-dev.3 biomes
1.21.0 - 1.21.5
37 Nov 26th 2025 at 2:35 AM biomes_2.0.0-dev.3.zip 1-click install
  • Fix an issue resulting in no seasons being valid spawns instead of all seasons when seasons weren't specified
  • Properly integrate Hydromancerx's patches, whoops
  • Finalizing splitting patches into individual files
  • Add support for Winterlands Rustbound mobs, they will spawn properly now.
2.0.0-dev.2 biomes
1.21.0 - 1.21.5
75 Nov 25th 2025 at 3:04 AM biomes_2.0.0-dev.2.zip 1-click install
  • Actually functional entity caching that shouldn't spam your logs
  • More patch breakup and organization
2.0.0-dev.1 biomes
1.21.0 - 1.21.5
27 Nov 25th 2025 at 12:59 AM biomes_2.0.0-dev.1.zip 1-click install

THIS IS A DEVELOPMENT VERSION! IT SHOULD NOT BE CONSIDERED STABLE!

THIS SHOULD BE 100% COMPATIBLE, BUT BACK UP YOUR SAVES BEFORE USING!

 

This represents a new step forward for biomes, aiming for long term maintainability and as close to vanilla performance as is attainable.

Changes

  • Massive performance overhaul
  • WIP Config reorganization
  • Patch fixes by Hydromancerx

Known Issues

  • Rivers compat is currently explicitly disabled. This doesn't mean it's incompatible with rivers, but you may experience odd behavior.
  • Some users are reporting crashes with Wildcraft. I am currently unable to replicate, but I am attempting to diagnose why they could be happening.
  • Behavior has not been thoroughly tested in general. This seems to follow proper spawning rules but the inherent randomness of world gen makes it hard to test precisely.
1.21.0 biomes 5941 Aug 31st 2025 at 3:52 PM biomes_1.21.0.zip 1-click install

vanilla fixes - please match the minor versions with VS itself, 1.20 biomes with 1.20 VS, 1.21 biomes with 1.21 VS

critterpack fixes

1.20.17 biomes
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
2165 Jul 27th 2025 at 6:22 PM biomes_1.20.17.zip 1-click install

jalapeno fix

critter pack ducks added

1.20.16 biomes
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
1756 Jun 16th 2025 at 8:33 AM biomes_1.20.16.zip 1-click install

wildcraft compat updates from NiCH518

1.20.15 biomes
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
426 Jun 11th 2025 at 9:10 AM biomes_1.20.15.zip 1-click install

linux server support - requires VS 1.20.11 or newer

1.20.14 biomes
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10
507 Jun 5th 2025 at 9:12 PM biomes_1.20.14.zip 1-click install

VS 1.20.11 compat

1.20.13 biomes
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10
1215 May 12th 2025 at 9:27 AM biomes_1.20.13.zip 1-click install

fix seaweed

feverstone wilds cockatrice chick fix
change whitelisting to use whole path so entire mods can be whitelisted
1.20.12 biomes
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10
288 May 10th 2025 at 8:12 PM biomes_1.20.12.zip 1-click install

fix salt and sands patches

restrict vanillla amaranth to Pacific Neotropics

fantasy creatures compat

golden wolf compat

npc halfling and elves compat

ornamental fish compat minor update

server-side debug logging now controlled by flag in ModConfig/biomes.json

1.20.11 biomes
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10
96 May 10th 2025 at 5:08 PM biomes_1.20.11.zip 1-click install

support rivergen mod (not tested)

vanilla aquatic blockpatch fixes

talldrygrass from art of growing

critterpack crow, robin, waxwings

vanilla crop and stalagmite fixes

ensatina oregonensis

rustbound magic fixes

1.20.10 biomes
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10
98 May 10th 2025 at 1:31 PM biomes_1.20.10.zip 1-click install

more aquatic vanilla blockpatches

wilderlands ethology

npc fantasy goblins

rainfrogs and ensinatas from hieronymus retile collection

rename command to /biomes

1.20.9 biomes
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10
475 May 5th 2025 at 8:25 PM biomes_1.20.9.zip 1-click install

add /biome entity, /biome unconfigured, /biome whitelist commands

vanilla foxes, butterflies, villagers

still working on critterpack

1.20.8 biomes
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10
89 May 5th 2025 at 4:10 PM biomes_1.20.8.zip 1-click install

Fantasy NPC series compat - Kobolds, Orcs, Humans

slight touchup for crowsfoot spawns

more critter pack fixes

1.20.7 biomes
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.9
170 May 4th 2025 at 6:39 PM biomes_1.20.7.zip 1-click install

vanilla aquatic plants

vanilla story creature

rustbound magic compat

1.20.6 biomes
1.20.0 - 1.20.3 1.20.5 - 1.20.7
854 Apr 22nd 2025 at 8:49 AM biomes_1.20.6.zip 1-click install

whitelist bowtorn and shiver

1.20.5 biomes
1.20.5 - 1.20.6
1703 Mar 21st 2025 at 4:02 PM biomes_1.20.5.zip 1-click install

blue raspberry tweak

1.20.4 biomes
1.20.4 - 1.20.5-rc.3
511 Mar 15th 2025 at 10:00 AM biomes_1.20.4.zip 1-click install

Farm Crops mod compat thanks to RaptorMother

Hieronymous Reptiles Pack mod compat thanks to ComitatensSaxoni

 

1.20.3 biomes
1.20.0 - 1.20.3
292 Mar 13th 2025 at 10:16 AM biomes_1.20.3.zip 1-click install

Ensatinas support

Very minor tidyup of command code and some files that were lying around unused

1.20.2 biomes
1.20.0 - 1.20.3 1.20.4 - 1.20.5-rc.2
512 Mar 8th 2025 at 9:44 AM biomes_1.20.2.zip 1-click install

bugfix for More Animals

1.20.1 biomes
1.20.0 - 1.20.1
2361 Jan 19th 2025 at 12:09 PM biomes_1.20.1.zip 1-click install

Treeheath is a flower not a tree

1.20.0 biomes
1.20.0 - 1.20.1
105 Jan 19th 2025 at 11:35 AM biomes_1.20.0.zip 1-click install

bump to match VS major/minor version from now on
add hellboars from feverstone wilds
add the critter pack and pipeleaf support

0.6.8 biomes 334 Jan 18th 2025 at 9:43 AM biomes_0.6.8.zip 1-click install

1.20 compat

0.6.7 biomes 1812 Oct 10th 2024 at 2:09 PM biomes_0.6.7.zip 1-click install

-Salt and Salts compatibility
-Wildcraft Trees update 1.2.0 + the stumps, driftwood, and mangrove roots that were missed earlier (whoops!)
-Wildcraft Fruits n Nuts 1.2.2

0.6.6 biomes 2031 Jun 11th 2024 at 8:34 AM biomes_0.6.6.zip 1-click install

Sams Humanoid Creatures

0.6.5 biomes 186 Jun 11th 2024 at 12:22 AM biomes_0.6.5.zip 1-click install

Wildcraft Fruit and Nuts

0.6.4 biomes 957 May 2nd 2024 at 9:52 AM biomes_0.6.4.zip 1-click install

Creatures and Critters

0.6.3 biomes 478 Apr 18th 2024 at 7:53 PM Empty biomes_0.6.3.zip 1-click install
0.6.2 biomes 749 Mar 17th 2024 at 11:44 AM biomes_0.6.2.zip 1-click install

Something in the Water

FotSA: Sirenia

0.6.1 biomes 649 Feb 24th 2024 at 4:00 PM biomes_0.6.1.zip 1-click install

Fix eating error

0.6.0 biomes 724 Jan 23rd 2024 at 2:57 PM biomes_0.6.0.zip 1-click install

1.19 support and deer and goats

0.5.9 biomes 756 Dec 22nd 2023 at 8:57 PM biomes_0.5.9.zip 1-click install

rustcreatures compat

0.5.8 biomes 204 Dec 22nd 2023 at 2:49 PM biomes_0.5.8.zip 1-click install

turkeys for christmas

0.5.7 biomes 194 Dec 21st 2023 at 11:42 PM biomes_0.5.7.zip 1-click install

North American Fish: Catfish

North American Fish: Darters

North American Salamanders

Ornamental Fish

 

0.5.6 biomes 288 Dec 18th 2023 at 9:09 AM biomes_0.5.6.zip 1-click install

Removed horses from North America, added bison to Europe (Bison bonasus), cockatrice restricted to Atl. Pal, golem to Cen. Pal, faunling to Atl. Pal. Direwolves restricted to Pac and Atl Nea. Pac Nea removed from giraffes and ostriches, discus restricted to Atl. Neo.

Also added the missing coconut tree from Wildcraft trees, and fixed typo in saxaul trees

0.5.5 biomes 230 Dec 17th 2023 at 1:02 PM biomes_0.5.5.zip 1-click install

feverstone and feverstone horses compat

0.5.4 biomes 247 Dec 15th 2023 at 9:59 PM biomes_0.5.4.zip 1-click install

Caprolineae by BraniyaKz

0.5.3 biomes 315 Dec 10th 2023 at 12:34 PM biomes_0.5.3.zip 1-click install

Hide and Fabric compat

0.5.2 biomes 304 Dec 8th 2023 at 9:40 AM biomes_0.5.2.zip 1-click install

feverstone wilds compat

0.5.1 biomes 214 Dec 7th 2023 at 4:25 PM biomes_0.5.1.zip 1-click install

mushroom fix
add seasonality for fauna only - no config implemented for this yet, just code
Rivers mod, which requires new config format to make use of , but all old configs are still compatible. only stops waterlilies spawning in rivers for now
rewrite and tidy up of condition code
new debug feature, check modconfig

0.4.5 biomes 425 Nov 25th 2023 at 11:35 AM biomes_0.4.5.zip 1-click install

Fix Primitive Survival patches

0.4.4 biomes 250 Nov 23rd 2023 at 6:25 PM biomes_0.4.4.zip 1-click install

just adds a tag/donttag toggle for other modders

0.4.3 biomes 333 Nov 17th 2023 at 9:29 AM biomes_0.4.3.zip 1-click install

stop spamming logs when world wasnt created with Biomes installed

0.4.1 biomes 324 Nov 11th 2023 at 2:35 PM biomes_0.4.1.zip 1-click install

added primitive survival support

0.4.0 biomes 236 Nov 11th 2023 at 10:14 AM biomes_0.4.0.zip 1-click install

on/under tree harmony patch fix

0.3.6 biomes 235 Nov 10th 2023 at 7:13 AM biomes_0.3.6.zip 1-click install

Important bugfix for loose stone spawning

0.3.3 biomes 381 Nov 7th 2023 at 10:00 AM biomes_0.3.3.zip 1-click install

Asian Monitor Lizards mod support

Wildcraft mod support

Vanilla tree and fruit tree improvements

0.3.1 biomes 309 Nov 3rd 2023 at 10:16 AM biomes_0.3.1.zip 1-click install

important fixes for story entities

fir trees

0.3.0 biomes 234 Nov 2nd 2023 at 6:03 PM biomes_0.3.0.zip 1-click install

blockpatches and fruittrees

more commands

MoreAnimals and Wildcraft Fruit and Nuts support

probably more things that I've forgotten at this point

0.2.1 biomes 243 Oct 31st 2023 at 11:22 PM biomes_0.2.1.zip 1-click install

butterflies fixes

0.2.0 biomes 220 Oct 31st 2023 at 8:43 PM biomes_0.2.0.zip 1-click install

improve bear, salmon and walnut spawns

add support for mods

tested with 19-pre4, works fine

add support for other mods providing tree and blockpatch directly with config files rather than patches. uses wildcards. move realms to realms.json to allow this.

found the equator, I think? :D

0.1.5 biomes 236 Oct 30th 2023 at 9:03 PM biomes_0.1.5.zip 1-click install

various fixes for vanilla, like bees and raccoons

mod compatibility

new option to FlipNorthSouth, which means you'll start in a southern hemisphere biome

0.1.4 biomes 252 Oct 29th 2023 at 5:51 PM biomes_0.1.4.zip 1-click install

new world frogs, old world frogs

0.1.3 biomes 214 Oct 29th 2023 at 5:29 PM Empty biomes_0.1.3.zip 1-click install
0.1.2 biomes 213 Oct 29th 2023 at 2:47 PM Empty biomes_0.1.2.zip 1-click install
0.1.1 biomes 218 Oct 29th 2023 at 1:55 PM biomes_0.1.1.zip 1-click install

butterflies are done

0.1.0 biomes 205 Oct 29th 2023 at 12:17 PM biomes_0.1.0.zip 1-click install

Rainfrogs support

Some crash fixes

0.0.9 biomes 223 Oct 28th 2023 at 9:07 PM biomes_0.0.9.zip 1-click install

gourami and butterflies

0.0.8 biomes 211 Oct 28th 2023 at 7:15 PM Empty biomes_0.0.8.zip 1-click install
0.0.7 biomes 209 Oct 28th 2023 at 5:48 PM Empty biomes_0.0.7.zip 1-click install
0.0.6 biomes 230 Oct 28th 2023 at 4:25 PM biomes_0.0.6.zip 1-click install

treestreestrees

0.0.5 biomes 214 Oct 28th 2023 at 2:21 PM biomes_0.0.5.zip 1-click install

more than one biome for intermediate regions

/biome trees

/biome debug

various bugfixes

0.0.4 biomes 217 Oct 27th 2023 at 10:04 PM biomes_0.0.4.zip 1-click install

fix crash on tiny worlds

more tree config, but still more needed

0.0.3 biomes 232 Oct 27th 2023 at 9:23 PM biomes_0.0.3.zip 1-click install

fix realm names

hemisphere is jsut for infomation now. no need to tag flora/fauna with it

0.0.2 biomes 216 Oct 27th 2023 at 3:26 PM biomes_0.0.2.zip 1-click install

add worldgen tree and shrub support

0.0.1 biomes 239 Oct 27th 2023 at 12:05 PM Empty biomes_0.0.1.zip 1-click install

442 Comments (oldest first | newest first)

Maoman, 5 days ago (modified 5 days ago)

DecaByte Oh, okay, thanks.

DecaByte, 5 days ago

Maoman
This is now part of RiverFish mod. Properly formated & fixed. Feelfree to download it there.

Maoman, 5 days ago

DecaByte could you post that on Pastebin or something instead so the formatting is retained? I was able to edit it to work again but most people won't. 

Maoman, 5 days ago

Cracking up at "Vanilla Vintage Story" being a "highly recommended mod" 

BigFloppa, 6 days ago

Is this compatible with Terra Prety? Thinking of using both for a server but i'm not sure if they will conflict. Thanks :p

actioninja, Feb 2nd at 9:25 PM
Sylvaris, Feb 2nd at 6:34 PM

Is Better Ruins compatible?

actioninja, Feb 2nd at 12:40 AM

you updated wildgrass, either use the 2.0 version of biomes or use an older version of wildgrass

Metalsoul212, Feb 1st at 7:44 PM

Wildgrass suddenly stopped playing nice with Biomes. Didnt update any mods or change any configs. Been playing this world for a couple weeks no issues, but today it just doesnt want to work anymore.

Crash Report
1.2.2026 13:43:07 [Error] [wildgrass] An exception was thrown when trying to start the mod:
1.2.2026 13:43:07 [Error] [wildgrass] Exception: Could not load type 'Biomes.Api.BiomeData' from assembly 'biomes, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
at Wildgrass.WildgrassBiomesCompat..ctor()
at Wildgrass.WildgrassCore.Start(ICoreAPI api) in /home/jon/prg/vintagestory/wildgrass/wildgrass/src/System/WildgrassCore.cs:line 27
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 664
1.2.2026 13:43:07 [Error] Failed to run mod phase Start for mod Wildgrass.WildgrassCore
actioninja, Jan 27th at 12:08 AM

Oh that's cool, vs mod db decided to just stop giving me notifs. Sorry for not responding to any comments here, I was checking the notifications and not seeing anything and assuming there weren't any.

 

Been super busy and haven't had a lot of time to work on vintage story stuff. I have a few unresolved things I want to do before rolling over to a release candidate, but the current version should be mostly stable. 

tuesdaey, Jan 25th at 7:05 PM

getting a similar error to Amarillo once every second in my server console regarding inability to spawn mobs. i only have equus and pegasus installed as custom mobs

 

Crash Report
25.1.2026 19:03:25 [Server Warning] Error when testing to spawn entities at 26880,96,22880
25.1.2026 19:03:25 [Server Error] Exception: Operations that change non-concurrent collections must have exclusive access. A concurrent update was performed on this collection and corrupted its state. The collection's state is no longer correct.
at System.Collections.Generic.Dictionary`2.FindValue(TKey key)
at Biomes.Caches.ChunkDataCache.GetBiomeData(FastVec2i pos) in /home/actioninja/projects/biomes/Biomes/src/Caches/ChunkDataCache.cs:line 19
at Biomes.Caches.EntityCache.IsSpawnValid(EntityProperties type, BlockPos blockPos) in /home/actioninja/projects/biomes/Biomes/src/Caches/EntityCache.cs:line 125
at Vintagestory.Server.ServerSystemEntitySpawner.CanSpawnAt_offthread_Patch1(ServerSystemEntitySpawner this, EntityProperties type, Vec3i spawnPosition, RuntimeSpawnConditions sc, IWorldChunk[] chunkCol)
at Vintagestory.Server.ServerSystemEntitySpawner.TrySpawnSomethingAt_offthrad(Int32 baseX, Int32 baseY, Int32 baseZ, Dictionary`2 spawnCounts, IWorldChunk[] chunkCol, List`1 spawnStates) in VintagestoryLib\Server\Systems\World\EntitySpawner.cs:line 483
at Vintagestory.Server.ServerSystemEntitySpawner.TrySpawnSomethingAt_offthread(Int32 baseX, Int32 baseY, Int32 baseZ, Dictionary`2 spawnCounts, List`1 spawnStates) in VintagestoryLib\Server\Systems\World\EntitySpawner.cs:line 361
Rambo_Turkey, Jan 10th at 3:47 AM

Is there any way to control what biomes spawn next to each other

Reverhaus, Jan 10th at 12:37 AM

DecaByte thanks for your patch! I incluided already to my mod River Fish

Amarillo, Jan 9th at 5:42 PM

I am having some errors in console of the mod not able to spawn entities. Im not sure why

 

Crash Report
9.1.2026 18:38:13 [Warning] Error when testing to spawn entities at 14336,96,9632
9.1.2026 18:38:13 [Error] Exception: Object reference not set to an instance of an object.
at Biomes.BiomesModSystem.AllowEntitySpawn(IMapChunk mapChunk, EntityProperties type, BlockPos blockPos) in C:\Users\spooo\source\repos\biomes\biomes\biomesModSystem.cs:line 473
at Vintagestory.Server.ServerSystemEntitySpawner.CanSpawnAt_offthread_Patch1(ServerSystemEntitySpawner this, EntityProperties type, Vec3i spawnPosition, RuntimeSpawnConditions sc, IWorldChunk[] chunkCol)
at Vintagestory.Server.ServerSystemEntitySpawner.TrySpawnSomethingAt_offthrad(Int32 baseX, Int32 baseY, Int32 baseZ, Dictionary`2 spawnCounts, IWorldChunk[] chunkCol, List`1 spawnStates) in VintagestoryLib\Server\Systems\World\EntitySpawner.cs:line 483
at Vintagestory.Server.ServerSystemEntitySpawner.TrySpawnSomethingAt_offthread(Int32 baseX, Int32 baseY, Int32 baseZ, Dictionary`2 spawnCounts, List`1 spawnStates) in VintagestoryLib\Server\Systems\World\EntitySpawner.cs:line 361
DecaByte, Jan 9th at 1:41 AM (modified Jan 9th at 1:46 AM)

I got fish at spawn in starting biomes, thanks to the new River Fish mod! I did have to add a riverfish.json file to the Biomes mod folder.
You just have to create a riverfish.json file for the 'VintagestoryData\Cache\unpack\biomes_1.21.0.zip\assets\biomes\patches' folder.  
Here's what I put into mine after I researched the biomes for these fish. You're welcome to use it. Json formating is borked cause of chat formating. Just fix it as needed. You can use another file in the patches folder as a referance for formating.

Spoiler!
[
{
"file": "riverfish:entities/animal/fish/blackbass.json",
"op": "addmerge",
"path": "/attributes",
"side": "server",
"value": {
"biorealm": [
"atlantic nearctic"
]
},
"dependsOn": [
{
"modid": "riverfish"
}
]
},
{
"file": "riverfish:entities/animal/fish/brooktrout.json",
"op": "addmerge",
"path": "/attributes",
"side": "server",
"value": {
"biorealm": [
"atlantic nearctic"
]
},
"dependsOn": [
{
"modid": "riverfish"
}
]
},
{
"file": "riverfish:entities/animal/fish/commoncarp.json",
"op": "addmerge",
"path": "/attributes",
"side": "server",
"value": {
"biorealm": [
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
]
},
"dependsOn": [
{
"modid": "riverfish"
}
]
},
{
"file": "riverfish:entities/animal/fish/europeanperch",
"op": "addmerge",
"path": "/attributes",
"side": "server",
"value": {
"biorealm": [
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
]
},
"dependsOn": [
{
"modid": "riverfish"
}
]
},
{
"file": "riverfish:entities/animal/fish/pike.json",
"op": "addmerge",
"path": "/attributes",
"side": "server",
"value": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic",
]
},
"dependsOn": [
{
"modid": "riverfish"
}
]
},
{
"file": "riverfish:entities/animal/fish/rainbowtrout.json",
"op": "addmerge",
"path": "/attributes",
"side": "server",
"value": {
"biorealm": [
"pacific nearctic",
]
},
"dependsOn": [
{
"modid": "riverfish"
}
]
},
{
"file": "riverfish:entities/animal/fish/riversturgeon.json",
"op": "addmerge",
"path": "/attributes",
"side": "server",
"value": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic"
]
},
"dependsOn": [
{
"modid": "riverfish"
}
]
},
{
"file": "riverfish:entities/animal/fish/walleye.json",
"op": "addmerge",
"path": "/attributes",
"side": "server",
"value": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic"
]
},
"dependsOn": [
{
"modid": "riverfish"
}
]
}
]
MiraLeaps, Jan 8th at 11:56 PM

@decabyte (I don't think tags work on mobile, I'll edit it when I'm on my PC if you don't see it.)

The command is what I meant, I said debug as short for "debug command" and didn't think about the debug log.

 

Your assumption is only 1/5th correct: I did check on a default sized world....and then on one with different settings for landform and such. One without rives at gen. A very tiny one, like probably bare minimum to have any meaningful chunks for spawning and I traversed many, many different biomes and checked for all sorts of fish+ listed as compatible with the mod (and confirmed to be within the files) and in all that testing I maybe saw a handful with the previously noted sunfish and other being the most significant find because they were in relative proximity. Iirc that was the smallest world I generated too. 

 

It's awesome that you're getting spawns, I'm jealous, maybe it's some incompatibility I'm not seeing, though I did do a test run with just biomes and just the mods that add water life and the results were the same (I was sure at one point for some reason that primitive survival was to blame, but nope. Idk where I got that idea)

 

I didn't see any mention of biomes compatibility being built into that new fish mod, so whitelist would be the way to go. Looks cool, and was an instant install.

DecaByte, Jan 8th at 11:38 PM

MiraLeaps

What do you mean by "seen by the debug"? As far as I could tell is you can only seen what Biomes Biome you are in is by command /biomes show. How do you see it in debug? Also I assume you are using defalt world size. I had to tp 400000 # 0 & -200000 # 0, just to get to the next Biomes biome which was the Pacific palearctic & Alantic nearctic. When I got there fish were spawning in like normal. Players start in the alantic & central paleacrtic just to referance as far as I can tell the vanilla & mod fish dont spawn in these Biomes cause they wouldn't be in those biomes in rl.   
There is a new River Fish mod that adds, I believe, fish that would be in those biomes in rl. Now Biomes need to add those new River Fish to the biomes. You could add them to the config whitelist, but I'm not sure the config is working as I tried adding fish in the older builds, before the recent updates, & it didn't seem to work.

DecaByte, Jan 8th at 10:53 PM

New mod River Fish  may help with the fish issue as it adds the type of fish that would spawn in the world spawn biome. Not sure if we need to whitelist them in Biomes config or Biomes needs to make changes to mod. I hope it works out of box.

MiraLeaps, Jan 8th at 11:23 AM

DecaByte there is an assumption there about something that I got a mention: I not only tried spwaning (and traveling) to other biomes (seen by the debug), but I also added my own alterations to 'open up' where fish and other water-life were meant to spawn (a lot of these by default are really open as far as I can tell) and still, barren rivers, lakes, and oceans. When I finally got fish to spawn (one sunfish stuck in a river far to thin for it, and one other ghostfish from FSW) it was just the two for many many chunks.

I went back to older and alternate versions, I whitelisted, changed and added stuff in the core-files. Short of cracking open the dll and doing stuff there, I've tried everything I can and the disparity between fish in the vanilla handling and fish with biomes was rough.
I put hours into just seeing what magical combination of mods and stuff would get it to work, and everything failed me.

Just to be clear to folks as a little counter there. No hostility intended or anything, we're all on the same team rooting for the mod.

DecaByte, Jan 7th at 5:06 AM (modified Jan 7th at 5:07 AM)

actioninja

A while back, before the recent updates, I looked at the fish not spawning in lakes issue. From limited testing & understanding of JSON file system. This is what I think is happening.

First, people are spawning at default world spawn & the biome, central palearctic, there dosent have fish, as vanilla salmon are not listed spawn in that biome, they should spawn in other biomes. Players not seeing fish & are saying there is no fish cause they still in the same biome.

Second, Looked at the files & vanilla bass is listed to spawn in the central palearctic biome. But when I look at the vanilla bass code, it looks like its not complete therefore not working. Third, Mods I looked at to add fish to VS. The mods don't add fish that would be in this the central palearctic biome normaly. So Biomes doesnt add them.

I looked into the types of fish that would be in the central palearctic biome in rl & the only fish would be some types of bass. Other fish that are native to that biome are not added by any mods I can tell.

I tried added the fish to the whitelist, but at that time I read it wasn't working & didn't really test it throughly.


In looking into the fish of the central palearctic biome region in rl & found that biome does have a few types of fish that are native. But no mods add that those types of fish. You could add fish that dont belong there, like a catfish, & pretend it's a non-native invasive species.


I dont know if any of this is accurate anymore. I hope it leads you in the right direction on the issue.
Good luck! We're all rooting for you!

MiraLeaps, Dec 27th 2025 at 2:01 AM

If you get that working, I'd reinstall in half a heart beat. I love how it handles stuff otherwise 

actioninja, Dec 26th 2025 at 10:06 PM

Asil The world isn't neccessarily divided into continents it's more like big rectangles. They have a certain degree of "overlap" where you'll get spawns from multiple regions.
You can change the order and placement of these by changing the user config, whatever is in the "center" of the northern realms is typically what you'll end up spawning in.

With the default config, you typically spawn in a combo of atlantic palearctic and central palearctic but you can check with /biomes show

MiraLeaps I'll look into it, the way entity handling has been handled in the mod has been quite suspect to me since I started refactoring. I duplicated the original mod's implementation but I have a strong suspicion that implementation is flawed. I've also noticed a lack of fish in testing, and verified that even pre refactor there seems to be a lack of fish.

Asil, Dec 23rd 2025 at 6:33 PM

I'm not sure if this has been asked, but can you tell which region you spawn in and can you choose a continent?

MiraLeaps, Dec 21st 2025 at 2:25 AM

Hey, to add to the report of fish being somewhat broken with this mod......fish are somewhat broken with this mod.

 

Tested it with some mods and go 0 fish flying around, pausing to wait, letting it run. Barren waters.

 

Tested it with only mods that add fish....maybe one or two fish, every once in a while. Make a 10k block world and went to each corner...legit only saw like two fish. Checked and those mods weren't throwing errors and spawn fine without biomes on. 

 

Biomes is a cool idea, but with the fish gone it really is something I can't use.

Some sliders or a config allowing for the overall adjustment of spawns would be nice as well....it feels like things are cut way down in general unless maybe you add all the fotsa packs while using enough ram to make openAI jealous.....

Which I did add them all and tried and it was still a bit underwhelming what spawned...but again, the fish was the worst.

 

Wishing you the best and thanks for the work and effort

Monkeylord, Dec 17th 2025 at 11:14 AM

I'm not getting biomes. I have all of the Floral Zones mods installed and before installing biomes i could see a lot of plant variety (even if plants form different parts of the world were mixed) but since I've installed the biomes mod I only get vanilla plants plus the ones from the Cosmopolitan floral zone. The only biome that seems to scarcely pop up is the mediterranean one, and only some plants like olm oak and milk thistle. I also use the FoTSA mod series, Terra Pretty and Rivers (along with a bunch more, but never had any issues before)

sewerclown, Dec 13th 2025 at 3:35 AM

I'm not sure if this has been answered, but can anyone recommend some fish mods? The rivers, lakes, and ponds all around me are barren and lack any native wildlife in them. It's pretty depressing and kills immersion.

actioninja, Dec 10th 2025 at 11:07 PM

Alright, I understand what the issue is. They have an incorrect biome definition as "oceania" instead of "oceanic." Failing that catastrophically and unclearly is bad though, I'll make a release which makes it more predictable.

CluelessBoy, Dec 10th 2025 at 7:54 PM (modified Dec 10th 2025 at 9:04 PM)

Hi, just wanted you to know that there is some kind of conflict between this mode and "Rivers" mod that prevents any kind of vegetation from spawning on world creation. Investigating further...

 

Edit: i have investigated further and i haven't learn much except for fact its not  Rivers mod. Game at generation throws this error:

Crash Report
10.12.2025 21:33:31 [Worldgen] An error was thrown in pass Vegetation when generating chunk column X=15998,Z=16000 in world 'Gloomy Kingdom Tales' with seed 390112929
Exception System.Collections.Generic.KeyNotFoundException: The given key 'oceania' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Biomes.ConfigItem.ToBiomeData(BiomesConfig config) in /home/actioninja/projects/biomes/Biomes/src/Config.cs:line 62
at Biomes.Caches.VegetationCache.GenBlockPatchCacheEntry(BiomeData biomeData, BlockPatch[]& blockPatches) in /home/actioninja/projects/biomes/Biomes/src/Caches/VegetationCache.cs:line 35
at Biomes.Caches.VegetationCache.GetGroundPatches(BiomeData biomeData, BlockPatch[]& blockPatches) in /home/actioninja/projects/biomes/Biomes/src/Caches/VegetationCache.cs:line 176
at Biomes.HarmonyPatches.genPatchesPrefix(GenVegetationAndPatches& __instance, BlockPatch[]& __state, Int32 chunkX, Int32 chunkZ, Boolean postPass) in /home/actioninja/projects/biomes/Biomes/src/HarmonyPatches.cs:line 120
at Vintagestory.ServerMods.GenVegetationAndPatches.genPatches_Patch2(GenVegetationAndPatches this, Int32 chunkX, Int32 chunkZ, Boolean postPass)
at Vintagestory.ServerMods.GenVegetationAndPatches.OnChunkColumnGen(IChunkColumnGenerateRequest request) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\8.GenVegetationAndPatches\GenVegetationAndPatches.cs:line 251
at Vintagestory.Server.ServerSystemSupplyChunks.runGenerators(ChunkColumnLoadRequest chunkRequest, Int32 forPass) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1936


However, I wasn't able to pinpoint mod that causes this. it seem to be an isue of biome "oceania".

 

Edit 2: Found it! Soap and Lye: Bloom and Lather was the culprid. After disabling it everything runs fine.

Katzvielle, Dec 10th 2025 at 12:17 AM

actioninja thanks ☺️

actioninja, Dec 9th 2025 at 10:31 PM

Katzvielle been fixed but not in released version

 

Sidfu issue is that Wildgrass is directly using a bunch of internal interfaces I didn't expect people to actually use so I've been changing completely willy-nilly. Made me realize there isn't actually any kind of stable API and I'm now working on one.

Sidfu, Dec 9th 2025 at 2:33 PM

gave the newest a quick try on a test world.
wild grass comp seems to be broken. also reporting it on wildgrass mod

Crash Report
9.12.2025 09:16:53 [Warning] Exception: Could not load type 'Biomes.util.Util' from assembly 'biomes, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
at Wildgrass.WildgrassBiomesCompat.WildgrassCanBeInBiome(ICoreAPI api, BlockPos pos, WildgrassSpecies species)
at Wildgrass.GenWildgrass.SpeciesForPos(BlockPos pos, Single rainRel, Single tempRel, Single forestRel) in /home/jon/prg/vintagestory/wildgrass/wildgrass/src/System/GenBlockLayer/GenWildgrass.cs:line 170
at Wildgrass.BlockSoilPatches.getTallGrassBlock_Prefix(BlockSoil __instance, Block& __result, IWorldAccessor world, BlockPos abovePos, Random offthreadRandom) in /home/jon/prg/vintagestory/wildgrass/wildgrass/src/Patches/BlockSoilPatches.cs:line 39
at Vintagestory.GameContent.BlockSoil.getTallGrassBlock_Patch1(BlockSoil this, IWorldAccessor world, BlockPos abovePos, Random offthreadRandom)
at Vintagestory.GameContent.BlockSoil.ShouldReceiveServerGameTicks(IWorldAccessor world, BlockPos pos, Random offThreadRandom, Object& extra) in VSSurvivalMod\Block\BlockSoil.cs:line 149
at Vintagestory.Server.ServerSystemBlockSimulation.tickChunk(Int64 index3d, ServerChunk chunk) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 1069
at Vintagestory.Server.ServerSystemBlockSimulation.OnSeparateThreadTick() in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 1050

Katzvielle, Dec 9th 2025 at 1:07 PM (modified Dec 9th 2025 at 1:08 PM)

i got almost the same warning as last time i dont know if i should let you know or not but here you go

[Warning] Entity "primitivesurvival:willowisp-yellow" has no cache data, likely has no compat data for Biomes.

[Warning] Entity "primitivesurvival:livingdead-normal" has no cache data, likely has no compat data for Biomes.

BraindeadKara, Dec 9th 2025 at 5:59 AM

Is there a way to get myself to spawn in the Atlantic Nearctic? 

ShaeTsu, Dec 7th 2025 at 10:10 AM

Siegfried_Brehl pink salmon aren't native to Europe and thus don't spawn in the starting regions. If you want salmon you have to travel out of the European region, the only fish you can find there are saltwater fish.

Katzvielle, Dec 6th 2025 at 3:06 PM

got this warning

[Warning] Entity "primitivesurvival:willowisp-green" has no cache data, likely has no compat data for Biomes. Report this to biomes!

Siegfried_Brehl, Dec 5th 2025 at 1:20 AM

I'm not getting any fish spawns, im not really sure how to fix, any fixes?

HB866, Dec 3rd 2025 at 10:33 PM


Dumb question, is this fine to just update for small patches like 

"

  • Internal split of config into a seperate class from the main mod system
  • Several minor fixes to compat and whitelisting contributed by ShaeTsu"
actioninja, Dec 2nd 2025 at 10:50 PM

ShaeTsu This should be resolved now, sorry about wrecking your changes as well. Been trying to use jujutsu vcs over git recently and still getting to grips with workflows, and I've done this twice now.

 

Once I finish with getting biomes in a state I like, I plan to write a testing library for vintage story that should hopefully make issues like "filtered spawning is completely busted" easier to identify before actually pushing new versions. Since stuff like this is basically entirely RNG, I happened to have tested worlds where I loaded in, flew around for a minute, only saw valid spawns for the biome I spawned in, then assumed it was working correctly.

ShaeTsu, Dec 2nd 2025 at 5:11 AM (modified Dec 2nd 2025 at 5:12 AM)

actioninja Just to be clear, my further testing shows that it isn't working at all for entities on worldgen. I've seen raccoons in atlantic/central palearctic for example.

Also you recently reintroduced broken critter pack compat that I fixed in a PR a while back. I made another to fix it again.

actioninja, Dec 2nd 2025 at 3:40 AM

ShaeTsu Sorry for not addressing this sooner, I've been busy from a combo of the holidays and actually playing the game. Entity caching hasn't really been tested properly since FOSTA is so heavy that I generally test without it. I made a small behavioral change for dev purposes that entities that aren't supported are allowed by default instead of not allowed by default, and this is likely related. I'll try to get a release out to correct the issue, then add a config option as to what the default "no support detected" behavior should be. I'm close to finishing the refactor, then I'll go to release candidate for a bit to make sure issues like this don't remain.

ShaeTsu, Nov 30th 2025 at 2:40 PM

Scratch that. It's entity spawning on worldgen in general. No entities are respecting the local bioregion.

Cumber, Nov 30th 2025 at 3:37 AM

Nice to see that this mod isn't going unchungused

TestTub3, Nov 29th 2025 at 8:11 PM

Im happy to see this mod getting help with more updates! I hope that compatability with the FotSA mods will be fixed as this was the main reason I used this mod ^^

ShaeTsu, Nov 28th 2025 at 6:57 AM

Latest version is not correctly restricting spawns on worldgen from mods that handle compatibility on their side. I'm seeing north island giant moa and south island geese from FotSA in atlantic palearctic. Both of these should be restricted to oceanic.

actioninja, Nov 26th 2025 at 9:10 PM

Distorti0N Sorry, version I told you to use was completely busted and didn't actually have any code in it due to a build system error :/
Latest should be pretty stable now, but shame to hear of spawning issues on the original version. Was hoping it would be a more stable alternative.

Distorti0N, Nov 26th 2025 at 8:01 PM (modified Nov 26th 2025 at 8:30 PM)

actioninja I was using the last stable, non-dev, release; 1.21 as I wasn't keen on introducing unexpected behaviour with dev releases. 

That being said, I see a handful of changes have been made in subsequent updates so I'll backup my world and give the latest dev release a go to see if anything improves anyway. 

Edit:
On loadup, I am presented with this error. The save continues to load as normal after the fact, but I am unsure how this impacts gameplay. 

Crash Report
26.11.2025 20:25:23 [Error] [biomes] An exception was thrown when trying to load assembly:
26.11.2025 20:25:23 [Error] [biomes] Exception: declared as code mod, but there are no .dll files that contain at least one ModSystem or has a ModInfo attribute
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 549
DrakeBD, Nov 26th 2025 at 5:30 PM
26.11.2025 17:28:00 [Server Error] [biomes] An exception was thrown when trying to load assembly:
26.11.2025 17:28:00 [Server Error] [biomes] Exception: declared as code mod, but there are no .dll files that contain at least one ModSystem or has a ModInfo attribute

biomes_2.0.0-dev.4 seems to be missing the DLL from the zip file
actioninja, Nov 26th 2025 at 1:59 AM (modified Nov 26th 2025 at 2:36 AM)

Distorti0N Are you using the dev version or the main version?

EDIT: If you were, download the latest version. There was an issue that was resulting in no biomes being considered valid for spawns if season wasn't specified rather than all biomes.

Distorti0N, Nov 25th 2025 at 11:23 PM (modified Nov 25th 2025 at 11:28 PM)

Is anyone experiencing or can point me in the right direction of troubleshooting the reduced animal spawns? 

What should I be checking, logs wise, commands, configs? (I have added anything found in unconfigured to the whitelist, except some of the egg and tamed entities from FOTSA and such)

My partner is pretty damn sad that all the various animal mods we have downloaded have nothing to show. 
We just got back from a months-long travel by land and sea, almost a hundred thousand blocks away from spawn, and across in many directions... And the only unique animal we saw was a Rhino. (So something must be working right?)

Other than this, none of the various capreolinae from FOTSA, which should actually be spawning near our home region, according to the command "/biomes entity" or any of the other FOTSA mods appear to be loading. (Even though they show in the entity list)

She is a big fan of the sea, so had expected to see, in the literal hours of time spent by sea, SOMETHING swimming along, but not a single fish was. Not from vanilla and not from the 4 or 5 different fish life mods we have added. 

With the exception of ornamental fish, since this was added to the whitelist. They seem to be loading in small water areas. 

At this rate we would have been happy to see even some salmon on our large water travels, but nothing. 

I really love what this mod is trying to do in adding value to travel, because thats what we love, but if I knew it meant trading the joy of animal discovery in for this level of tedium in simply trying to find animals then I would have chosen otherwise. 
(Not to say we werent thoroughly entertained by all the landscapes, better ruins and loot for the loot goblin along the way)

It could be that we are tremendously unlucky or that there is something set incorrectly and after proof reading, my comments seem a little dramatic, but man, my girlfriend wanted to see some turtles and dolphins while we travelled yaknow. 

Katzvielle, Nov 24th 2025 at 10:49 PM

Thankyou so much for working on this. i cant wait for the update. 

actioninja, Nov 24th 2025 at 9:56 AM

👋 I'm currently in the middle of a pretty major refactor. I would push the previous optimized versions to this page, but the crash reports I haven't properly investigated yet and it would feel irresponsible to break the game for some people when I haven't even figured out what's broken.

Crabb , Nov 24th 2025 at 9:21 AM

I've added two new team members - actioninja and hydromancerx. Hopefully they can help get some of these issues resolved and keep the mod maintained.

Katzvielle, Nov 24th 2025 at 3:56 AM

SpacedInvader after playing around i did find fish using this version https://mods.vintagestory.at/show/mod/35666 i just had to go in creative and check deep pools of water for a long time, they were very hard to find. fish do not spawn in rivers if you have that mod on. anyway i just wanted to let you know.

SpacedInvader, Nov 22nd 2025 at 3:44 AM (modified Nov 22nd 2025 at 3:45 AM)

@Katzvielle i had no fish in my world long before i installed primitive survival.

Katzvielle, Nov 21st 2025 at 8:10 PM

SpacedInvader im not 100% sure think having no fish in the world has something to do with Primitive Survival

SpacedInvader, Nov 21st 2025 at 3:44 PM (modified Nov 22nd 2025 at 3:46 AM)

How do i add fish back to my world? My lakes and oceans are devoid of all life. Im running on gportal if that makes a difference...

 

i'm also pretty confused becuase you list the fauna of the stone age series as being compatible yet when i ran the command to show unconfigured entities the results were 90% all fauna of the stone age related animals. I had to go in and whitelist a bunch of it which I'm not even sure if it worked.... I added "salmon" to the whitelisted entities too but still haven't seen any so far....

 

I love the mod but not if it's going to break animal spawns for my game...i might give this a skip on my next game although it sounded good in theory.

Paradoxal, Nov 19th 2025 at 6:24 PM

There is an optimized for performance version of this mod as a fork by Actioninja https://mods.vintagestory.at/show/mod/35666

Rikaiu, Nov 16th 2025 at 6:12 PM

Aksyl

 

please do, i had no issues whatsoever on 1.21.4, bearing in mind im playing with a big modlist

Aksyl, Nov 16th 2025 at 5:38 PM

Rikaiu I'm testing this today, I'm using the new "Simple VS Manager" and I see several "no issues noticed" votes on it, and since I have nothing better to do today, I'll update here.

You may be encountering some incompatibility otherwise.

Rikaiu, Nov 14th 2025 at 11:50 AM

doesn't seem to work for me on 1.21.5, commands don't work for me (says they don't exist) and i keep finding elephants in temperate climates

ShaeTsu, Nov 12th 2025 at 5:33 PM

Nephelangelo If you change your block codes from stuff like flower-whitecatmint-free to flower-catmint-white-free it'll work out of the box.

If you want to keep the same block codes, or if you want to restrict certain flower colors to different regions than what the mod is doing for the vanilla varieties, you'll need to patch biomes2.json. I was planning on doing this myself soon anyway, because I use both mods. But I've had a PR sitting on the repo for like 5 weeks to add and fix a bunch of mod compat, so the author seems MIA. I can send you the patch when I get around to it if you want.

Nephelangelo, Nov 11th 2025 at 7:48 PM

Ahoy there, I'm looking to make the new flowers from my mod Material Needs compatible with Biomes. They are all real world color varieties of existing vanilla flowers, patched in to operate from the vanilla resources. What would be the best way to make them play nicely with Biomes?

PeterSanderson, Nov 5th 2025 at 4:22 PM (modified Nov 5th 2025 at 4:44 PM)

The east west biome relationship doesn't scale the same way on a 1.25 mil square as it does N/S with default equator settings (100K)

This is a "read the fine print" kind of suggestion for those using this mod. Please learn from my user error. If used as intended with otherwise vanilla settings, you get a really, really big world. And if you are using other mods, such as Alchemy, that rely on specific flowers, your players could end up losing their minds because to find a golden poppy for mining potions they have to travel like 350K blocks just to get in a zone that "might" spawn them in the Pacific Neararctic.


I am guessing that if I remove Biomes from a world generated with it that I will get massive chunk border issues, among other things?

I am guessing that I would have needed to set the actual world size to be 200K x 200K with the pole to equator distance left at 100K to get a map where the distances E/W make more sense relative to the pole/equator distance

 

ShaeTsu, Oct 27th 2025 at 3:44 PM

Crabb PR updated for the new wildcraft fruits version

Thallassa You need to edit vanilla-water.json in /patches

Thallassa, Oct 26th 2025 at 12:44 PM

How can I edit this mod so salmon are whitelisted/will spawn everywhere? I tried adding "salmon" to the whitelist in the configuration file, but doesn't seem to work. I also tried editing biomes2.json but couldn't find salmon in the list. 

PurePazaak, Oct 24th 2025 at 1:58 AM (modified Oct 24th 2025 at 1:59 AM)

@ManManGuy10

 

Had the same question, ended up finding the answer from the author:

"Biomes and terrain-gen mods don't interfere with each other, so you're good to use Conquest Landform Overhaul and Biomes togehter"

WhiteWolfNinja, Oct 15th 2025 at 3:34 PM

Yelb I believe a solution to this is using the "Hot (28-32)" starting climate selection in the first settings option for your world creation customization menu since this will cause 0, 0 to spawn roughly at the equator from what I can tell. Hope this helps!

ManManGuy10, Oct 14th 2025 at 12:12 AM (modified Oct 14th 2025 at 12:12 AM)

Does this mod work with terrain changing mods such as "Plains and Valleys" or "Conquest Landform"? I know it might be a stupid question but im not sure if this mod just changes the biome placement, or the actual terrain in any way.

 

ShaeTsu, Oct 11th 2025 at 1:57 PM

Crabb heads up I've made another PR that fixes some issues with critter pack compatibility.

TestTub3, Oct 8th 2025 at 3:10 AM

Heya Crabb have you gotten a chance to check the incompatability with some of the FOTSA mods?

ThatOneLass, Oct 3rd 2025 at 12:56 AM

techy if you read any of the floral zones mods you'll see that they're compatible.

techy, Oct 2nd 2025 at 9:24 PM

Any integreations with Floral Zones mods like https://mods.vintagestory.at/floralzonesneozeylandicregion ?

Yelb, Oct 2nd 2025 at 7:24 PM

Hello,

 

How can i spawn (0, 0, 0)  at equator, and have north/south pole equidistant, like 250K each for a 500k size world ?

 

From other discussions, I undestood the game generates the midle of the world at player spawn, and it can never be at strict equator for some reason, and so the world is actually excentred.

South pole is out of the map, and north pole is not the top, you can keep walking and it gets warmer.

Nyxara, Oct 2nd 2025 at 3:12 PM (modified Oct 2nd 2025 at 3:49 PM)

For some reason I can't use any of the biomes chat commands and I think it broke the generation of Fotsa and floral zones:series mods. It's like it stopped working but in the logs the mod biomes is loaded so Idk. Update: the mod stopped working. 

EthelVril, Oct 2nd 2025 at 8:23 AM

Does this mod block unsupported mods creatures from spawning or just let's them spawn everywhere like normal?

Starwillow_, Sep 30th 2025 at 10:17 PM

Crabb my world is 1million by 1million, 400k Polar Equator, which is my standard size. I went all the way to about 350,000 north from spawn in a straightish line

Crabb , Sep 30th 2025 at 9:33 PM (modified Sep 30th 2025 at 9:41 PM)

"FruitTreeBiomes": {
"shea": {
"biorealm": [
"atlantic palearctic",
"eastern afrotropic",
"atlantic afrotropic"
],
"bioriver": "both"
}
}

 

Note that compatibility for this mod is handled on their side, not on Biomes side.

Yarro

Crabb , Sep 30th 2025 at 9:28 PM

You can search for apple in this file - biomes/biomes/assets/biomes/config/biomes2.json at master · spooq/biomes

Apples are e.g.

"redapple": {
"biorealm": [
"central palearctic"
],
"bioriver": "both"
},

Yarro

 

Crabb , Sep 30th 2025 at 9:26 PM

How big are your worlds? Rikaiu Raelin

Crabb , Sep 30th 2025 at 9:25 PM

Yes it's safe to remove mid-game EthelVril

Yarro, Sep 30th 2025 at 6:08 PM

Hi, I'm wondering what the spawning conditions for fruit trees are. We have Terra pretty and Biomes and so far I've seen 4 types of fruit trees spawn (Mostly cherries in the north and olive/breadfruit to the south. there are mabye 2 confirmed pears), and I've been searching for shea trees from lather and bloom without any luck. If I had to guess apple trees would be in the americas?

Rikaiu, Sep 29th 2025 at 11:28 AM

same here, i've gone 10000 blocks away into a jungle and it still says central paleartic for me. also the foxes from fotsa don't spawn, instead the vanilla ones do

Starwillow_, Sep 28th 2025 at 10:27 PM

Havng an odd issue. In my last world the biomes tracked just fine, but I've been teleporting further away from my start to explore and the game isn't recording anything but central paleartic. I've gone from 0 to -300000 and its still the same

Crabb , Sep 26th 2025 at 4:10 PM

The grid stretches horizontally to take up the width, but it can repeat vertically. I would tend to make a smaller world for use with this mod just so all the biomes are accessible in a reasonable time but of course it's personal preference.

PandaBearJelly, Sep 26th 2025 at 3:30 PM

Ok, cool! With that in mind, how are they distributed as far as size/distance goes? Do the various biomes average out across your world width setting or is there a set distance? I'm curious if I've made a mistake not limiting the width of my world.

Crabb , Sep 25th 2025 at 7:05 PM (modified Sep 25th 2025 at 7:13 PM)

Yes the biomes are laid out in a grid and the arrangement is roughly equal to the real world. So yes you will hit Eastern Palearctic if you go east from Central Palearctic, and if you went south instead you will hit Eastern Afrotropic. It's a bit distorted but Eastern Palearctic is above Australasian and Pacific Palearctic is above Oceania. PandaBearJelly

PandaBearJelly, Sep 23rd 2025 at 3:39 PM

Is there an order to how biomes distribute or is it randomized? If you head east from Central Palearctic, will you hit the Eastern Palearctic biome first?

Rikaiu, Sep 23rd 2025 at 8:29 AM

i have the fotsa animals spawning but i think the mod reduces the amounts of animal there can spawn, managed to find 2 wolves from the caninae mod and a stray elephant

Crabb , Sep 22nd 2025 at 6:26 PM

Thanks for the bug reports, I'll look into them as soon as I'm back home.

TestTub3, Sep 20th 2025 at 11:37 PM (modified Sep 20th 2025 at 11:38 PM)

Crabb Some testing was done and it is confirmed that the Biomes mod currently does not work with the 1.21 FotSA mods, specificaly tested with the FotSA: Caninae mod where it does not seem to spawn the FotSA Canines, only the base game wolfs and foxes.

TestTub3, Sep 19th 2025 at 1:04 AM

Hello, was playing on the latest update on my server with the FSA: Caninae mod also installed (which also just recently updated to 1.21.1) and noticed that base game wolfs and foxes where still spawning even though they are supposed to be disabled by FSA: Caninae, not sure if this is a compatability issue between this mod and FSA: Caninae with the new update or not.

Ket, Sep 16th 2025 at 6:47 PM

it looks like the new reed butterfly got missed (vanilla game:butterfly-reedbutterfly) it came up when I ran the unconfigured command. also 'floralzonescosmopolitanregion:coconut' but I can't tell if it's supposed to be like that or not, its the only one from floralzones that came up. 

Mrbluestar, Sep 13th 2025 at 1:53 AM

Fuar Someone can correct me if I'm wrong, but 0,0 has nothing to do with where it is on the planet and is entirely based on spawn location. What you're looking for is the starting climate setting which defaults to temperate and a 45 degree latitude. AFAIK, each setting changes the starting latitude by 15 degrees north or south depending if you go warmer or colder.

Fuar, Sep 6th 2025 at 2:24 PM (modified Sep 6th 2025 at 3:54 PM)

Is it possible to change which biome you start a new world in? Is it always atlantic palearctic because that's 0,0 and it's the "middle" of the planet? 

Crabb , Aug 31st 2025 at 3:54 PM

Ok thanks very much for the PR, I've merged it ShaeTsu

Unfortunately I'm going to have to break compat with this release. If you're running 1.20 Vintage Story, please stick with 1.20.x Biomes. If you've updated to 1.21.x VS, please use 1.21.x Biomes.

AzuliBluespots, Aug 27th 2025 at 11:56 PM

ShaeTsu

Ok, I tried but something went wrong. My world was barren, I'm not sure how compatible this is with the FotSA mods right now. (Certainly not compatible with floral zones~)

ShaeTsu, Aug 27th 2025 at 10:46 PM

AzuliBluespots I made the PR but it hasn't gotten a response yet, mod author is probably busy. You can get the changes here in the meantime: https://github.com/ShaeTsuPog/biomes/tree/master/biomes/assets/biomes

You'll need the updated biomes2.json out of /config and all 4 vanilla files out of /patches. Just unzip the biomes mod and replace the files in the correct spots. 1.21 changed folder structure from things like entities/land/ to entities/animal/mammal which broke the mod because it's still using the old structure.

I sorted many of the saltwater fish into biomes too, but it might not be that accurate, I couldn't find good sources on habitats for all of them. If you want better accuracy you should wait for the mod author to put out an update here.

AzuliBluespots, Aug 27th 2025 at 9:14 PM

ShaeTsu
So that's (probaly) why Terra Prety isn't spawning basically any critters.

Can you please share it?

ShaeTsu, Aug 25th 2025 at 11:56 PM

Turns out the absurdly low animal spawn rates was mostly due to 1.21 changing the folder structure of vanilla animals, causing them to never spawn with this mod. I forked the repo and fixed it for personal use, I can make a PR with the changes if you're interested. I also took the liberty of sorting the different hares into different regions, because Wikipedia had nice maps showing where the different hare species can be found.

Gritzel, Aug 23rd 2025 at 1:10 PM

anyone got any idea how id add coral from the new update to the whitelist? ive been trying to figure it out but no luck. i can only figure out how to whitelist the fish from the update

ShaeTsu, Aug 22nd 2025 at 11:42 PM

Yeah, this mod is murdering animal spawn rates. I installed the Mobs Radar mod for further testing. Started a new world without Biomes, and I spawned in with about a dozen animals in my immediate vicinity. Turned Biomes back on, and generated another new world... zero animals. Flew around for about 20 minutes, saw 1 fox. 

Yelb, Aug 22nd 2025 at 9:58 AM

Hello,

 

i've seen zero land animal, only one pack of water crocs from Legacy dino mods. Not a single rabbit, etc. Several days, hundreds of tiles, went to creative with /gamemode to move further and pass days. Still nothing.

ShaeTsu, Aug 20th 2025 at 11:10 PM

Does this mod mess with spawn rates besides dictating where things can spawn? I installed this mod and ran around a world for 4 hours and saw a grand total of 1 moose. No wolves, foxes, hares, bears, pigs, deer, or fish. I'm using the full suite of FotSA mods and not seeing any of those animals either. I see that salmon are excluded from the starting biome, but that doesn't explain the lack of animals in general. 

Crabb , Aug 14th 2025 at 9:00 AM

Biomes and terrain-gen mods don't interfere with each other, so you're good to use Conquest Landform Overhaul and Biomes togehter.

 

You can teleport with the standard game admin commands as normal.

 

Yes that option just flips the layout of the biomes, it doesn't move your starting position. You'll need to travel or teleport if you actually want to be in the south.

 

Swipedude10

Swipedude10, Aug 13th 2025 at 6:59 AM (modified Aug 14th 2025 at 5:30 AM)

Does this mod work with Conquest Landform Overhaul? And, is there any way to teleport myself to a biome other then the one I spawn in?

Edit: I'm trying to flip north to south to spawn in a southern hemisphere biome but it will only spawn me in the africans biomes when I swap it - and i'll still be in the northern hemisphere.

Crabb , Aug 5th 2025 at 6:21 AM

Are there any errors in the log when you try to connect to a server with it installed?

traugdor, Aug 4th 2025 at 1:55 PM

Crabb Yes, but if I don't have it installed, then I cannot use it in single player...

Crabb , Aug 3rd 2025 at 9:03 AM

Soap and Lye, Draconia, and Equus: Wild Horses mods have added support on their side. No need to update Biomes, just make sure you're using the latest version of those mods if you want to combine them with Biomes.

Crabb , Aug 3rd 2025 at 9:01 AM

It's a server-side mod, you don't install it on your machine, only the server needs it. traugdor

traugdor, Jul 29th 2025 at 2:35 PM

I have an interesting problem with this mod. If I connect to a server that has it installed, it will not download. If I download the mod, it will not let me connect. I have never had this error with any other servers/mods before.

 

Anyone have an explanation?

Crabb , Jul 27th 2025 at 6:23 PM

Should be fixed now, thank you Kierantheking 

Crabb , Jul 27th 2025 at 6:23 PM

Sounds like a good suggestion HalfEnder776

I'll try and look into it for you

HalfEnder776, Jul 2nd 2025 at 1:27 PM

Could we get a setting that makes the biomes scale with the polar distance instead of the world size?

 

Or just some way to make the biomes repeat after a set number of blocks since by default reaching 102K blocks to get to the farthest biome would take forever.

Kierantheking, Jul 1st 2025 at 8:11 PM

it appears that for jalapeno in the code that their spawn zone for pacific nearctic is spelled neartic instead

 

Crabb , Jun 28th 2025 at 10:57 AM

Don't know what to say other than if this is happening, use the workaround. :/

infinitesimal, Jun 25th 2025 at 4:52 PM

I am having the same issue as AaronVonGraff. Tried to gen. a world with only this mod and it still threw the error. Only version of biomes in the mod manager, and there is only one biomes in the mods directory. Running on 1.20.12 (Stable) as well.

EDIT: deleted and redownloaded the mod. Error no longer occurring. Only difference was that I downloaded the mod's zip file and placed it in the mods folder manually, rather than using the "1-click install" button.

AaronVonGraff, Jun 22nd 2025 at 5:17 PM

@Crabb no, I double checked. Works fine on 1.20.7 for me.

Crabb , Jun 16th 2025 at 8:33 AM

updated compatibility with Wildcraft from NiCH518

Crabb , Jun 16th 2025 at 8:28 AM

Do you somehow have the mod in your mods directory twice? AaronVonGraff

AaronVonGraff, Jun 14th 2025 at 5:38 PM

"14.6.2025 10:29:30 [Notification] Mods, sorted by dependency: game, biomes, creative, survival
14.6.2025 10:29:30 [Error] [biomes] An exception was thrown when trying to load assembly:
14.6.2025 10:29:30 [Error] [biomes] Exception: Assembly with same name is already loaded
at System.Runtime.Loader.AssemblyLoadContext.<LoadFromPath>g____PInvoke|5_0(IntPtr ptrNativeAssemblyBinder, UInt16* ilPath, UInt16* niPath, ObjectHandleOnStack retAssembly)
at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath)
at System.Reflection.Assembly.LoadFrom(String assemblyFile)
at System.Linq.Enumerable.SelectListIterator`2.MoveNext()
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 481"

 

No idea how to fix this. I'm on 1.20.12 (Stable). I tried 1.20.15, 1.12.12, and 1.12.13 versions of biomes. Same issue on each.

Crabb , Jun 13th 2025 at 4:52 PM

There should be no conflict with Terra Prety

so feel free to use both.

pondobruin85, Jun 12th 2025 at 11:44 PM

Crabb also interested if you know whether this should conflict with Terra Prety or work alongside.  Thanks :)

ANultimatum, Jun 12th 2025 at 6:53 PM

Is this mod compatible with Tera Prety or should I only use one or the other?

Fantast, Jun 11th 2025 at 6:22 PM

Crabb also working for me! thank you!

Dagon_, Jun 11th 2025 at 2:28 PM

Crabb This is working fine for me now, thank you

Crabb , Jun 11th 2025 at 9:11 AM

Biomes 1.20.15 adds experimental support for Linux. You have to be on VS 1.20.11 or newer for this to work. Windows users can ignore this.

Crabb , Jun 11th 2025 at 9:04 AM

Ok I'll see if I can find a way to detect Linux and fix the problem. If not, I'll put a workaround in the config file.

Fantast, Jun 9th 2025 at 7:05 PM

Crabb yep, i am also running on linux

Dagon_, Jun 9th 2025 at 3:17 PM

Crabb

propaneko

I have the same issue with Linux (Debian GNU/Linux 12 (bookworm)) [Kernel 6.8.0.52].

Dedicated Server on Windows 11 works just fine with the exact same mods and settings (Copied the whole server file to try it out)

 

Game Version: v1.20.12 (Stable)
06/09/2025 15:15:52: Critical error occurred
Loaded Mods:
System.FormatException: Failed parsing version string '1.0.0.0' at index 5: Expected PRE_RELEASE or BUILD_METADATA, found '.'
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 661
at Vintagestory.Common.ModLoader.RunModPhase(List`1& enabledSystems, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 592
at Vintagestory.Common.ModLoader.RunModPhase(ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 564
at Vintagestory.Server.ServerSystemModHandler.OnBeginModsAndConfigReady() in VintagestoryLib\Server\Systems\ModHandler.cs:line 66
at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 654
at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 568
at Vintagestory.Server.ServerProgram.Main() in VintagestoryLib\Server\ServerProgram.cs:line 132
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Tisma, Jun 9th 2025 at 2:57 PM

Crabb I've post same issue on Github, my servers run on Linux, yes  (with Pterodactyl)

Crabb , Jun 9th 2025 at 12:46 PM

Are the servers that are having issues running on Linux by any chance ?

Darcy, Jun 8th 2025 at 8:55 PM

When generating a world and spawning in using the recommended settings, is there a recommendation for starting climate? I don't totally understand VS' spawning logic, but it seems like the world wants to spawn the player at 0,0 - which in my mind means it would be the center of the world/equatorial area. Is this the case? I would obviously prefer to start in a northern hemisphere, temperate climate for balance/ease of gameplay, but I'm not sure if this is messing with biome distribution in the world. Does that make sense? Thanks anyone who can answer!

Fantast, Jun 7th 2025 at 8:17 PM

having trouble with the latest version in VS 1.20.11 - got this in my server-main.log

(note: cleared my cache, modconfig, and all other mods to generate a new world)

Spoiler!
7.6.2025 12:39:15 [Notification] Server stop requested, begin shutdown sequence. Stop reason: Exception thrown by server during startup or process
7.6.2025 12:39:15 [Event] Something went awry...please check the program logs... (Exception thrown by server during startup or process)
7.6.2025 12:39:15 [Notification] Entering runphase Shutdown
7.6.2025 12:39:15 [Error] [biomes] An exception was thrown when trying to start the mod:
7.6.2025 12:39:15 [Error] [biomes] Exception: Object reference not set to an instance of an object.
at Biomes.HarmonyPatches.Shutdown() in C:\Users\spooo\source\repos\biomes\biomes\HarmonyPatches.cs:line 69
at Biomes.BiomesModSystem.Dispose() in C:\Users\spooo\source\repos\biomes\biomes\biomesModSystem.cs:line 288
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 661
7.6.2025 12:39:15 [Error] Failed to run mod phase Dispose for mod Biomes.BiomesModSystem

 

p.s.: just want to say i love this mod and all the work y'all've put in to it! hope you're doing well!

propaneko, Jun 6th 2025 at 2:04 PM

1.20.14 version crashes our server on startup. We have 1.20.11 VS version.

Spoiler!
Game Version: v1.20.11 (Stable)
06/05/2025 22:23:07: Critical error occurred
Loaded Mods:
System.FormatException: Failed parsing version string '1.0.0.0' at index 5: Expected PRE_RELEASE or BUILD_METADATA, found '.'
   at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 661
   at Vintagestory.Common.ModLoader.RunModPhase(List`1& enabledSystems, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 592
   at Vintagestory.Common.ModLoader.RunModPhase(ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 564
   at Vintagestory.Server.ServerSystemModHandler.OnBeginModsAndConfigReady() in VintagestoryLib\Server\Systems\ModHandler.cs:line 66
   at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 654
   at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 568
   at Vintagestory.Server.ServerProgram.Main() in VintagestoryLib\Server\ServerProgram.cs:line 132
   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Crabb , Jun 6th 2025 at 7:49 AM

Latest Biomes should be compatible with new and old Vintage Story versions.

ModernScience, Jun 3rd 2025 at 1:08 AM

I need Crabbs. Desperate for Crabbs.

Also... old world pond frogs had frogs spawning in the arctic. Not sure if that's intended or not. Also I wish I had Crabbs.

Crabb , Jun 1st 2025 at 7:39 AM

The private worldgen API has changed slightly which is causing the Harmony patch to fail. Crupette has given me a patch to fix the problem. When I get home in a weeks time I'll upload the fix. I'll try to make it backwards compatible with older versions of VS.

PhantomOfGrace, May 31st 2025 at 7:57 PM

Esjitu Unsuprisingly, that's exactly the FIRST thing I did. While the world around the pregenerated area (What was loaded on my PC before uploading onto the server) loaded correctly but everything past that nothing loaded, hence why I was posting.

I pretty much gave up completely and have not used it for the playthrough because of it so I have shelved the mod for a good while.

DrakeBD, May 30th 2025 at 8:58 PM

Crabb

Same issue as everyone else is having with 1.20.11 update is needed to fix Biomes

 

B0YAR, May 28th 2025 at 4:21 PM

Crabb
We have same problem after update! Please fix this! Thank you!

Seyet, May 28th 2025 at 9:02 AM

Mod seems to have issues with version 1.20.11 that released today.

Error

Froshure, May 14th 2025 at 3:46 AM

Here's the finished patch for Florasphere:

patch
  "acaciacurve — копия": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"pacific neotropic",
"atlantic neotropic",
"atlantic afrotropic",
"eastern afrotropic",
"australasian",
"oceanic"
],
"bioriver": "both"
},
"acaciacurve": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"pacific neotropic",
"atlantic neotropic",
"atlantic afrotropic",
"eastern afrotropic",
"australasian",
"oceanic"
],
"bioriver": "both"
},
"aspen2": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic"
],
"bioriver": "both"
},
"baldspruce": {
"biorealm": [
"atlantic palearctic",
"central palearctic",
"eastern palearctic"
],
"bioriver": "both"
},
"baobab": {
"biorealm": [
"atlantic palearctic",
"atlantic afrotropic",
"eastern afrotropic"
],
"bioriver": "both"
},
"baobab2x2": {
"biorealm": [
"atlantic palearctic",
"atlantic afrotropic",
"eastern afrotropic"
],
"bioriver": "both"
},
"baobab3x3": {
"biorealm": [
"atlantic palearctic",
"atlantic afrotropic",
"eastern afrotropic"
],
"bioriver": "both"
},
"baobab4x4": {
"biorealm": [
"atlantic palearctic",
"atlantic afrotropic",
"eastern afrotropic"
],
"bioriver": "both"
},
"blackthorn": {
"biorealm": [
"atlantic palearctic",
"central palearctic"
],
"bioriver": "both"
},
"buckthorn": {
"biorealm": [
"atlantic palearctic",
"central palearctic"
],
"bioriver": "both"
},
"bushacacia": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"pacific neotropic",
"atlantic neotropic",
"atlantic afrotropic",
"eastern afrotropic",
"australasian",
"oceanic"
],
"bioriver": "both"
},
"bushblackthorn": {
"biorealm": [
"atlantic palearctic",
"central palearctic"
],
"bioriver": "both"
},
"bushbuckthorn": {
"biorealm": [
"atlantic palearctic",
"central palearctic"
],
"bioriver": "both"
},
"bushcombretum": {
"biorealm": [
"atlantic palearctic",
"atlantic afrotropic",
"eastern afrotropic"
],
"bioriver": "both"
},
"bushdwarfpine": {
"biorealm": [
"eastern palearctic",
"pacific palearctic"
],
"bioriver": "both"
},
"busherica": {
"biorealm": [
"atlantic palearctic",
"eastern afrotropic"
],
"bioriver": "both"
},
"bushjuniper": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic"
],
"bioriver": "both"
},
"bushlaurel": {
"biorealm": [
"atlantic nearctic",
"atlantic palearctic"
],
"bioriver": "both"
},
"bushmacaranga": {
"biorealm": [
"eastern palearctic",
"pacific palearctic",
"atlantic afrotropic",
"eastern afrotropic",
"australasian",
"oceanic"
],
"bioriver": "both"
},
"bushsaxaul": {
"biorealm": [
"atlantic palearctic",
"central palearctic",
"eastern palearctic"
],
"bioriver": "both"
},
"bushwillow": {
"biorealm": [
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"atlantic afrotropic",
"eastern afrotropic"
],
"bioriver": "both"
},
"combretum": {
"biorealm": [
"atlantic palearctic",
"atlantic afrotropic",
"eastern afrotropic"
],
"bioriver": "both"
},
"crookedsaxaul": {
"biorealm": [
"atlantic palearctic",
"central palearctic",
"eastern palearctic"
],
"bioriver": "both"
},
"deadbushsaxaul": {
"biorealm": [
"atlantic palearctic",
"central palearctic",
"eastern palearctic"
],
"bioriver": "both"
},
"deadsmallbirch": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic"
],
"bioriver": "both"
},
"deadsmalltree": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"pacific neotropic",
"atlantic neotropic",
"atlantic afrotropic",
"eastern afrotropic",
"australasian",
"oceanic"
],
"bioriver": "both"
},
"deadtree": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"pacific neotropic",
"atlantic neotropic",
"atlantic afrotropic",
"eastern afrotropic",
"australasian",
"oceanic"
],
"bioriver": "both"
},
"doublebirch": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic"
],
"bioriver": "both"
},
"dwarfpine": {
"biorealm": [
"eastern palearctic",
"pacific palearctic"
],
"bioriver": "both"
},
"dwarfwillow": {
"biorealm": [
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"atlantic afrotropic",
"eastern afrotropic"
],
"bioriver": "both"
},
"erica": {
"biorealm": [
"atlantic palearctic",
"eastern afrotropic"
],
"bioriver": "both"
},
"forestbeech": {
"biorealm": [
"atlantic palearctic",
"central palearctic"
],
"bioriver": "both"
},
"forestfir": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic"
],
"bioriver": "both"
},
"forestoak": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic"
],
"bioriver": "both"
},
"forestspruce": {
"biorealm": [
"atlantic palearctic",
"central palearctic",
"eastern palearctic"
],
"bioriver": "both"
},
"grandfir": {
"biorealm": [
"pacific nearctic"
],
"bioriver": "both"
},
"italianpine": {
"biorealm": [
"atlantic palearctic"
],
"bioriver": "both"
},
"juniper": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic"
],
"bioriver": "both"
},
"largeshorea": {
"biorealm": [
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"australasian"
],
"bioriver": "both"
},
"laurel": {
"biorealm": [
"atlantic nearctic",
"atlantic palearctic"
],
"bioriver": "both"
},
"limba": {
"biorealm": [
"atlantic palearctic",
"atlantic afrotropic"
],
"bioriver": "both"
},
"lotofsmallaspen": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic"
],
"bioriver": "both"
},
"lushpine": {
"biorealm": [
"pacific nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic"
],
"bioriver": "both"
},
"macaranga": {
"biorealm": [
"eastern palearctic",
"pacific palearctic",
"atlantic afrotropic",
"eastern afrotropic",
"australasian",
"oceanic"
],
"bioriver": "both"
},
"normalredwoodpine": {
"biorealm": [
"pacific nearctic"
],
"bioriver": "both"
},
"northernspruce": {
"biorealm": [
"pacific nearctic",
"atlantic palearctic",
"central palearctic"
],
"bioriver": "both"
},
"oldforestoak": {
"biorealm": [
"atlantic palearctic",
"central palearctic"
],
"bioriver": "both"
},
"oldkapok": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"pacific neotropic",
"atlantic neotropic",
"atlantic afrotropic"
],
"bioriver": "both"
},
"palm": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"pacific neotropic",
"atlantic neotropic",
"atlantic afrotropic",
"eastern afrotropic",
"australasian",
"oceanic"
],
"bioriver": "both"
},
"scotslimba": {
"biorealm": [
"atlantic palearctic",
"atlantic afrotropic"
],
"bioriver": "both"
},
"scotspine2": {
"biorealm": [
"atlantic palearctic",
"central palearctic",
"eastern palearctic"
],
"bioriver": "both"
},
"shorea": {
"biorealm": [
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"australasian"
],
"bioriver": "both"
},
"smallacacia": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"pacific neotropic",
"atlantic neotropic",
"atlantic afrotropic",
"eastern afrotropic",
"australasian",
"oceanic"
],
"bioriver": "both"
},
"smallaspen": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic"
],
"bioriver": "both"
},
"smallbaldcypress": {
"biorealm": [
"atlantic nearctic"
],
"bioriver": "both"
},
"smallbaobab": {
"biorealm": [
"atlantic palearctic",
"atlantic afrotropic",
"eastern afrotropic"
],
"bioriver": "both"
},
"smallbeech": {
"biorealm": [
"atlantic palearctic",
"central palearctic"
],
"bioriver": "both"
},
"smallbirch": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic"
],
"bioriver": "both"
},
"smallebony": {
"biorealm": [
"atlantic palearctic",
"central palearctic",
"pacific palearctic",
"atlantic afrotropic",
"eastern afrotropic",
"australasian"
],
"bioriver": "both"
},
"smallfir": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic"
],
"bioriver": "both"
},
"smallforestoak": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic"
],
"bioriver": "both"
},
"smallkapok": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"pacific neotropic",
"atlantic neotropic",
"atlantic afrotropic"
],
"bioriver": "both"
},
"smalllarch": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic"
],
"bioriver": "both"
},
"smalllimba": {
"biorealm": [
"atlantic palearctic",
"atlantic afrotropic"
],
"bioriver": "both"
},
"smallmaple": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic"
],
"bioriver": "both"
},
"smallnorthlarch": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic"
],
"bioriver": "both"
},
"smallpine": {
"biorealm": [
"pacific nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic"
],
"bioriver": "both"
},
"smallpurpleheart": {
"biorealm": [
"pacific nearctic",
"pacific neotropic",
"atlantic neotropic"
],
"bioriver": "both"
},
"smallredwoodpine": {
"biorealm": [
"pacific nearctic"
],
"bioriver": "both"
},
"smallsaxaul": {
"biorealm": [
"atlantic palearctic",
"central palearctic",
"eastern palearctic"
],
"bioriver": "both"
},
"smallscotsbirch": {
"biorealm": [
"atlantic palearctic"
],
"bioriver": "both"
},
"smallscotspine": {
"biorealm": [
"atlantic palearctic",
"central palearctic",
"eastern palearctic"
],
"bioriver": "both"
},
"smallshorea": {
"biorealm": [
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"australasian"
],
"bioriver": "both"
},
"smallspruce": {
"biorealm": [
"atlantic palearctic",
"central palearctic",
"eastern palearctic"
],
"bioriver": "both"
},
"spruce2": {
"biorealm": [
"atlantic palearctic",
"central palearctic",
"eastern palearctic"
],
"bioriver": "both"
},
"treesaxaul": {
"biorealm": [
"atlantic palearctic",
"central palearctic",
"eastern palearctic"
],
"bioriver": "both"
},
"verysmalljuniper": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic"
],
"bioriver": "both"
},
"walnut": {
"biorealm": [
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"pacific nearctic",
"atlantic nearctic",
"pacific neotropic",
"atlantic neotropic"
],
"bioriver": "both"
},
"whitebirch": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic"
],
"bioriver": "both"
},
"bigberrybush-blackcurrant-empty": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"pacific neotropic"
],
"bioriver": "both"
},
"bigberrybush-blackcurrant-flowering": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"pacific neotropic"
],
"bioriver": "both"
},
"bigberrybush-blackcurrant-ripe": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"pacific neotropic"
],
"bioriver": "both"
},
"bigberrybush-redcurrant-empty": {
"biorealm": [
"atlantic palearctic",
"central palearctic"
],
"bioriver": "both"
},
"bigberrybush-redcurrant-flowering": {
"biorealm": [
"atlantic palearctic",
"central palearctic"
],
"bioriver": "both"
},
"bigberrybush-redcurrant-ripe": {
"biorealm": [
"atlantic palearctic",
"central palearctic"
],
"bioriver": "both"
},
"bigberrybush-whitecurrant-empty": {
"biorealm": [
"atlantic palearctic"
],
"bioriver": "both"
},
"bigberrybush-whitecurrant-flowering": {
"biorealm": [
"atlantic palearctic"
],
"bioriver": "both"
},
"bigberrybush-whitecurrant-ripe": {
"biorealm": [
"atlantic palearctic"
],
"bioriver": "both"
},
"smallberrybush-blueberry-empty": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"central palearctic",
"eastern palearctic"
],
"bioriver": "both"
},
"smallberrybush-blueberry-flowering": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"central palearctic",
"eastern palearctic"
],
"bioriver": "both"
},
"smallberrybush-blueberry-ripe": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"central palearctic",
"eastern palearctic"
],
"bioriver": "both"
},
"smallberrybush-cranberry-empty": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic"
],
"bioriver": "both"
},
"smallberrybush-cranberry-flowering": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic"
],
"bioriver": "both"
},
"smallberrybush-cranberry-ripe": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic"
],
"bioriver": "both"
}

 

crumps & Crabb

Crabb , May 12th 2025 at 8:23 PM

Oh dear

Kasel, May 12th 2025 at 6:12 PM

Latest unstable revision.  Biomes doesn't function at all.  Hopefully they will release it to stable soon cause the TPS gains are drastic.

Spoiler!
12.5.2025 18:00:43 [Server Error] [biomes] An exception was thrown when trying to start the mod:
12.5.2025 18:00:43 [Server Error] [biomes] Exception: Patching exception in method null
   at HarmonyLib.PatchClassProcessor.ReportException(Exception exception, MethodBase original)
   at HarmonyLib.PatchClassProcessor.Patch()
   at HarmonyLib.Harmony.<PatchAll>b__10_0(Type type)
   at HarmonyLib.CollectionExtensions.Do[T](IEnumerable`1 sequence, Action`1 action)
   at HarmonyLib.Harmony.PatchAll(Assembly assembly)
   at HarmonyLib.Harmony.PatchAll()
   at Biomes.HarmonyPatches.Init(BiomesModSystem mod) in C:\Users\spooo\source\repos\biomes\biomes\HarmonyPatches.cs:line 25
   at Biomes.BiomesModSystem.StartServerSide(ICoreServerAPI api) in C:\Users\spooo\source\repos\biomes\biomes\biomesModSystem.cs:line 116
   at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 661
Kasel, May 12th 2025 at 1:27 PM

@Crabb Pretty sure its not really this mod.  Its a dedicated server running 8gbs of memory and I'm pretty sure the main culprit was all of the animal mods.  Seems to be stable now.  My comment can be disregarded.

Crabb , May 12th 2025 at 9:37 AM

Important: If you have a custom whitelist, please make sure its still working as you expect with /biomes whitelist when you upgrade from Biomes 1.20.12 or lower, to Biomes 1.20.13 or greater. You may need to change it slightly as it now expects the mod folder as well e.g. pachycephalosauria-* must be changed to pachycephalosauria:pachycephalosauria-*  or if you prefer, you can just put pachycephalosauria:* now and it will work for all entities in that mod.

Crabb , May 12th 2025 at 9:28 AM

Odd place to crash. Is it happening consistently? Whats your mod list? Turn on biomes debug in your user config file and check if there is anything else in the server main or debug logs. What happens when you run /biomes show ? Is your machine generally low on memory? Kasel

Crabb , May 12th 2025 at 9:03 AM

I'm going to enable this kind of whitelisting for entire mods in the next release:

{
"FlipNorthSouth": false,
"EntitySpawnWhiteList": [
"wethology:*"
],
"Debug": false
}

Kasel, May 12th 2025 at 12:16 AM

Not really sure if this is the exact cause but I've been getting OutOfMemory errors and this is the mod the error names.

Spoiler!
12.5.2025 00:15:26 [Server Error] Exception: Exception of type 'System.OutOfMemoryException' was thrown.
   at System.Collections.Generic.HashSet`1.Initialize(Int32 capacity)
   at System.Collections.Generic.HashSet`1..ctor(IEnumerable`1 collection, IEqualityComparer`1 comparer)
   at System.Linq.Enumerable.IntersectIterator[TSource](IEnumerable`1 first, IEnumerable`1 second, IEqualityComparer`1 comparer)+MoveNext()
   at System.Linq.Enumerable.Any[TSource](IEnumerable`1 source)
   at Biomes.BiomesModSystem.AllowEntitySpawn(IMapChunk mapChunk, EntityProperties type, BlockPos blockPos) in C:\Users\spooo\source\repos\biomes\biomes\biomesModSystem.cs:line 459
   at Vintagestory.Server.ServerSystemEntitySpawner.CanSpawnAt_Patch1(ServerSystemEntitySpawner this, EntityProperties type, Vec3i spawnPosition, RuntimeSpawnConditions sc, IWorldChunk[] chunkCol)
   at Vintagestory.Server.ServerSystemEntitySpawner.TrySpawnSomethingAt(Int32 baseX, Int32 baseY, Int32 baseZ, Dictionary`2 spawnCounts, IWorldChunk[] chunkCol) in VintagestoryLib\Server\Systems\World\EntitySpawner.cs:line 255
   at Vintagestory.Server.ServerSystemEntitySpawner.TrySpawnSomethingAt(Int32 baseX, Int32 baseY, Int32 baseZ, Dictionary`2 spawnCounts) in VintagestoryLib\Server\Systems\World\EntitySpawner.cs:line 239
   at Vintagestory.Server.ServerSystemEntitySpawner.TrySpawnMobs(Single dt) in VintagestoryLib\Server\Systems\World\EntitySpawner.cs:line 155
   at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 31
   at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 170
   at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 914
Froshure, May 11th 2025 at 7:13 PM

Ok, thanks, Crabb.

Crabb , May 11th 2025 at 8:29 AM

Reading the details of that mod, it seems it does three things - adds more plants, changes the shape of trees, and changes the climate spawn conditions for trees. The only thing that is required for compatibility is patching in the biorealms tag to their new plants.

 

Whitelist is indeed for entities only. I actually need to double-check that it is still working.

 

Also you don't need to rezip the mod after changing it. The game will pick it up anyway. Makes life easier if you have to make a few changes.

 

Froshure

Froshure, May 11th 2025 at 1:11 AM

crumps Looking at florasphere_1.0.5.zip>assets>game>worldgen>treengenproperties.json, your concern is probably true. The only generation properties for Florasphere's flora are MinSize, MaxSize, Weight, MinTemp, MaxTemp, MinRain, MaxRain, MinFert, MaxFert, MinForest, MaxForest, MinHeight, and MaxHeight, suggesting that the mod doesn't have a built-in feature to separate flora into their real-world regions, like this mod has. In any case, however, no vanilla, Wildcraft, or Floral Zones flora should generate where they wouldn't without my Florasphere patch, as my Florasphere patch only targets Florasphere IDs.

Personally, it's too much commitment for me to fully integrate Florasphere with this mod (as I just need simple compatibility between this mod and Florasphere). However, you're welcome to install the patch I made and fully integrate the two mods, then upload it back here. Crabb probably would appreciate it too, assuming he decides to make the two mods compatible. Or I might change my mind and do this task myself; we'll see how I feel.

crumps, May 11th 2025 at 12:07 AM

thanks again btw crabbs for doing this latest push to add more to the biomes mod. my server has gotten even more dynamic and better with having a lot of these working official now without having to custom patch :)

crumps, May 10th 2025 at 11:50 PM

Froshure do you know or have experience in how this mod would mix when using this, floral zones, and wildcraft? I'm quite curious if they'd all consistently work together. at the moment biomes floral zones and wildcraft all play nice, but i'm curious if adding another like florasphere would throw patches of, say, spruce in the middle of new zealand.

Froshure, May 10th 2025 at 9:29 PM

Crabb, here is a compat patch for the Florasphere mod; it is to be added to your mod's biomes2.json. It allows all flora from that mod to spawn. I believe that mod has its own biome-sorting logic like yours has, so this patch just allows that mod to do its thing (though I may be wrong on this, in which case I or you can edit this Florasphere patch's spawn conditions to be stricter). I tried to use your mod's config file to make this fix, but couldn't get it to work (maybe the whitelist doesn't accept non-entities?). I tested my patch (albeit non-exhaustively), and it seems to work as expected. On a side note, I believe your biomes2.json misspells "shrubsaxaul" (it says "shrubsalaux").

patch
Froshure, May 10th 2025 at 9:21 PM

Kasel I may be wrong, so someone correct me if I am, but from what I've found, to make a patch yourself, you can unzip the mod file and go to assets>biomes>patches, then make a new .json file. If you're unfamiliar with how to format the .json (like I was), you can use the preexisting patches as reference. Note that this method is only to patch entities (e.g. animals and monsters). To patch non-entities, such as trees and crops, you'd go to assets>biomes>config>biomes2, then add the tree/crop/whatever to the list, and its biome spawn conditions. Once you're finished making the patch, rezip the mod folder. Make sure that when you open the mod's new .zip, you see /assets, biomes.deps.json, biomes.dll, biomes.pdb, and modinfo.json (i.e. there should not be a biomes_1.20.12 folder when you open biomes_1.20.12.zip). I'm happy to help if you're confused.

Crabb , May 10th 2025 at 8:57 PM

Tall dry grass has been added GON

Crabb , May 10th 2025 at 1:49 PM

I've added a bit of documentation for the commands above in the spoiler. Note the base command has changed from /biome to /biomes

Crabb , May 10th 2025 at 1:45 PM

Just FYI, the latest versions of the Legacy of the Phanerzoics series work a lot better with Biomes now.

Crabb , May 10th 2025 at 1:42 PM

Not a bad idea Froshure

Crabb , May 10th 2025 at 1:41 PM

Vanilla salmon work, they just are not found in the starting location. Wilderlands Ethology is now supported by the latest Biomes release.

Froshure Kasel

Kasel, May 10th 2025 at 12:41 AM

Churburby I would also like to know or atleast have an example of the whitelist so I can add them myself.  No fish at all in my world.

Froshure, May 9th 2025 at 10:04 PM

Churburby How do I add the Wilderlands patch you made to my copy of the mod?

Froshure, May 8th 2025 at 4:44 AM

GodzillaFan_13 No, I think he's referring to a different collection of mods. This is one of them, for example: Bioregions: Eastern Palearctic Realm - Vintage Story Mod DB

This mod (Biomes) is compatible with the Floral Zones series.

GodzillaFan_13, May 8th 2025 at 4:02 AM

hey, sorry if this is a stupid question (i am currently stoned rn so idfk if i'm computing right) but are the bioreigions mods referring to the floral zone mods correct?

Froshure, May 8th 2025 at 2:55 AM

Could you add a config option that automatically whitelists any mod that your mod doesn't configure, or a whitelist for whole mods (as opposed to just individual entities)?

Crabb , May 5th 2025 at 8:51 PM

Thanks Churburby

Churburby, May 5th 2025 at 8:41 PM

Wilderlands ethology compat patch;

 

Spoiler!

[
{
"file": "wethology:entities/water/catfish.json",
"op": "add",
"path": "/attributesByType",
"side": "Server",
"value": {
"*-catfish": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"pacific neotropic",
"atlantic neotropic",
"atlantic afrotropic",
"eastern afrotropic",
"australasian",
"oceanic"
]
},
"*-catfish-ripsaw": {
"biorealm": [
"pacific neotropic",
"atlantic neotropic",
"atlantic afrotropic",
"eastern afrotropic",
"australasian",
"oceanic"
]
}
},
"dependsOn": [
{
"modid": "wethology"
}
]
},
{
"file": "wethology:entities/water/stingray.json",
"op": "addmerge",
"path": "/attributesByType",
"side": "Server",
"value": {
"*-fresh": {
"biorealm": [
"pacific neotropic",
"atlantic neotropic",
"atlantic afrotropic",
"eastern afrotropic"
]
},
"*-sea": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"pacific neotropic",
"atlantic neotropic",
"atlantic afrotropic",
"eastern afrotropic",
"australasian",
"oceanic"
]
}
},
"dependsOn": [
{
"modid": "wethology"
}
]
},
{
"file": "wethology:entities/water/fish.json",
"op": "addmerge",
"path": "/attributesByType",
"side": "Server",
"value": {
"*-snakehead": {
"biorealm": [
"pacific neotropic",
"atlantic neotropic",
"atlantic afrotropic",
"eastern afrotropic",
"australasian",
"oceanic"
]
},
"*-sea-bass": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"pacific neotropic",
"atlantic neotropic",
"atlantic afrotropic",
"eastern afrotropic",
"australasian",
"oceanic"
]
},
"*-bass": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic"
]
},
"*-coral-fish": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"pacific neotropic",
"atlantic neotropic",
"atlantic afrotropic",
"eastern afrotropic",
"australasian",
"oceanic"
]
},
"*-sunfish": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"pacific neotropic",
"atlantic neotropic",
"atlantic afrotropic",
"eastern afrotropic",
"australasian",
"oceanic"
]
},
"*-salmon": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic"
]
},
"*-trout": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic"
]
},
},
"dependsOn": [
{
"modid": "wethology"
}
]
},
{
"file": "wethology:entities/water/eel.json",
"op": "add",
"path": "/attributesByType",
"side": "Server",
"value": {
"*": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"pacific neotropic",
"atlantic neotropic",
"atlantic afrotropic",
"eastern afrotropic",
"australasian",
"oceanic"
]
}
},
"dependsOn": [
{
"modid": "wethology"
}
]
},
{
"file": "wethology:entities/water/jellyfish.json",
"op": "add",
"path": "/attributesByType",
"side": "Server",
"value": {
"*": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"pacific neotropic",
"atlantic neotropic",
"atlantic afrotropic",
"eastern afrotropic",
"australasian",
"oceanic"
]
}
},
"dependsOn": [
{
"modid": "wethology"
}
]
},
{
"file": "wethology:entities/water/piranha.json",
"op": "add",
"path": "/attributesByType",
"side": "Server",
"value": {
"*": {
"biorealm": [
"pacific neotropic",
"atlantic neotropic"
]
}
},
"dependsOn": [
{
"modid": "wethology"
}
]
},
{
"file": "wethology:entities/land/bearded-dragon.json",
"op": "add",
"path": "/attributesByType",
"side": "Server",
"value": {
"*": {
"biorealm": [
"australasian"
]
}
},
"dependsOn": [
{
"modid": "wethology"
}
]
},
{
"file": "wethology:entities/land/mountaingoat-male.json",
"op": "add",
"path": "/attributesByType",
"side": "Server",
"value": {
"*": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"australasian"
]
}
},
"dependsOn": [
{
"modid": "wethology"
}
]
},
{
"file": "wethology:entities/land/mountaingoat-female.json",
"op": "add",
"path": "/attributesByType",
"side": "Server",
"value": {
"*": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"australasian"
]
}
},
"dependsOn": [
{
"modid": "wethology"
}
]
},
{
"file": "wethology:entities/land/mountaingoat-kid.json",
"op": "add",
"path": "/attributesByType",
"side": "Server",
"value": {
"*": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"australasian"
]
}
},
"dependsOn": [
{
"modid": "wethology"
}
]
},
{
"file": "wethology:entities/land/mountainsheep-male.json",
"op": "add",
"path": "/attributesByType",
"side": "Server",
"value": {
"*": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"australasian"
]
}
},
"dependsOn": [
{
"modid": "wethology"
}
]
},
{
"file": "wethology:entities/land/mountainsheep-female.json",
"op": "add",
"path": "/attributesByType",
"side": "Server",
"value": {
"*": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"australasian"
]
}
},
"dependsOn": [
{
"modid": "wethology"
}
]
},
{
"file": "wethology:entities/land/mountainsheep-lamb.json",
"op": "add",
"path": "/attributesByType",
"side": "Server",
"value": {
"*": {
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"australasian"
]
}
},
"dependsOn": [
{
"modid": "wethology"
}
]
}
]

 

Crabb , May 5th 2025 at 8:28 PM

New commands added

/biome entity

/biome unconfigured

/biome whitelist

 

These should help figure out if entities from other mods are working properly or not.

Crabb , May 5th 2025 at 4:11 PM

Started adding Fantasy NPC Series support - its not working properly yet tho - ok seems to be working. Goblins will be added next.

Esjitu, May 5th 2025 at 11:38 AM

PhantomOfGrace usually if you're using worldgen mods (in this or Minecraft or similar) you should make a world in singleplayer with all your desired mods, THEN upload that world to the server. Letting the server generate a modded world for you tends to result in lots of issues in both these games.

Crabb , May 5th 2025 at 8:24 AM

Rustbound Magic compat is now built in Metroxide PhantomOfGrace

Crabb , May 4th 2025 at 7:27 PM

Yes it does support multiplayer. What version is the server? PhantomOfGrace

PhantomOfGrace, May 2nd 2025 at 11:07 PM

Is this mod not compatable with Multiplayer?

I have tried using it on a dedicated server I am renting but whenever it generates a world it doesnt spawn any plants at all. The world is just the terrain with a lot of standard grass and trader carts but no trees, bushes, or other vegetation spawn on the map. Even animals do not spawn (But the humans in the cart do). The log shows nothing but "Exception System.NullReferenceException: Object reference not set to an instance of an object" for both "PreDone" and "Vegetation"

GON, May 2nd 2025 at 2:12 PM

Small compatibility request - the Dry Grass from https://mods.vintagestory.at/artofgrowing doesn't appear to spawn with this mod enabled

PhantomOfGrace, Apr 29th 2025 at 1:01 AM

Metroxide I finally got it to work
The config .JSON file in %AppData%\Roaming\VintagestoryData\ModConfig needs to look like this

{
  "FlipNorthSouth": false,
  "EntitySpawnWhiteList": [
  "elemental*"
  ],
  "Debug": false
}

the entity name I used is just elemental with the star after it. Problem is they don't spawn all that often so getting one to spawn to check and confirm its working may take a bit.

Metroxide, Apr 28th 2025 at 9:43 PM

I am also trying to use Rustbound Magic for this - would I just use the name of the json file for the entities?

PhantomOfGrace, Apr 28th 2025 at 1:14 AM

I cannot, for the life of me get the Whitelist in the config to work. I have been trying to whitelist the Rustbound Magic entities so they can spawn but as I have no experience with VS modding, or coding in general I am finding myself unable to get it to work.
Does anyone have a modified Config file that is set up properly to whitelist Rustbound Magic mod?

All I have been able to go off of is Costardine / MaiaK's comments in both the comments here and for Rustbound Magic but am still ending up stuck.

Crabb , Apr 26th 2025 at 10:19 AM

You can only whitelist through the config. You'll need to look in the files for the mod you're using. The correct name will be in there. Metroxide

Metroxide, Apr 24th 2025 at 7:03 PM

Can you whitelist creatures through the command, or just the config? How do you find out what the names required for entities are?

 

HaraiseTenshi, Apr 22nd 2025 at 4:22 PM

Awww man this game really seems not to be built for a lot of ocean in it which is a bummer ^^

Crabb , Apr 22nd 2025 at 1:37 PM

Should be absolutely fine janchtexalibur

janchtexalibur, Apr 22nd 2025 at 12:25 PM

is this mod compatible with terra pretty? i like them to try on 1.20.9 update.

 

Crabb , Apr 22nd 2025 at 9:31 AM

IMPORTANT  Biomes 1.20.6 should fix bowtorn and shiver. I HIGHLY recommend grabbing this update. You should see them start to spawn even without regenning a new world.

Crabb , Apr 22nd 2025 at 9:27 AM

My personal worldgen settings would look something like this:

World height - 256 (default)

World width - 102k

World length - 102k

Polar-Equator distance - 50k

In my opinion this gives a good feel to the size of the world and the way Biomes lays itself out. Of course in your game you should make it however you want!

Crabb , Apr 22nd 2025 at 8:53 AM

Adding that to the log would probably spam the logfile hard and hurt performance as VS does a lot of spawn checks. Sidfu

Crabb , Apr 22nd 2025 at 8:52 AM

All Fauna of the Stone Age and Legacy of the Phanerzoix have Biomes support builtin, so no need to update Biomes mod as new versions of those mods are released. ThePhantomX64

Crabb , Apr 22nd 2025 at 8:43 AM

I'll get those added Oghrind

Crabb , Apr 22nd 2025 at 8:42 AM

Biomes are set for all chunks, not just ones containing land. HaraiseTenshi

ThePhantomX64, Apr 17th 2025 at 5:18 AM

any plans to update this mode with Fauna of the Stone Age new creatures and Legacy of the Phanerzoix new dinos that they made?

 

Oghrind, Apr 15th 2025 at 9:40 PM

Crabb Hey, I noticed that bowtorns and shivers aren't whitelisted and don't spawn at all by default, but I was able to whitelist them so they'd spawn. Is this intended?

HaraiseTenshi, Apr 15th 2025 at 9:40 AM

How does this mod work for a world created with Terra Prety or any kind of "real" earth as in half or more the surface Ocean?

 

Will it generate Biomes only for Chunks containing land or will I loose out on a lot of stuff if it just happens to be located entierly on the ocean?

SkivenLaChog, Apr 15th 2025 at 3:59 AM

florins
In assets/biomes/config/realms.json, the biomes are listed in order of appearance, from west to east. When the world is generated, the biomes engine will calculate, based on x-position, what biome a chunk should be generated in based on evenly distributing the biomes across the width of the world. (also based on latitude to determine hemisphere)

Typically, this means that a 1,000,000-block wide world will have 166,666-block wide vertical strips, going from -500,000 to +500,000, that are, in the north, PacNearc, AtlNearc, AtlPalearc, and so on. The biomes also overlap a little bit. However, if you copy and paste the realms in the file so that, for instance, NorthernRealms has 12 entries listed (the original six, but twice) then the northern hemisphere will be sliced into 12 slices by the engine, leading to a different realm every 83,333 blocks on a default sized world, with the Pacific being the center of the world. (I tested this on a 25k block world and flew around; there was a new biome every 2 kilometers)

So theoretically, to have a new biome every 50k blocks in a 1mil block world, you would need 20 items in each list. To start in the same place as normal (Atlantic/Central Palearctic), NorthernRealms should start with "pacific palearctic", and SouthernRealms should start with "oceanic."

 

Spoiler!

{
        "NorthernRealms": [
                "pacific palearctic",
                "pacific nearctic",
                "atlantic nearctic",
                "atlantic palearctic",
                "central palearctic",
                "eastern palearctic",
                "pacific palearctic",
                "pacific nearctic",
                "atlantic nearctic",
                "atlantic palearctic",
                "central palearctic",
                "eastern palearctic",
                "pacific palearctic",
                "pacific nearctic",
                "atlantic nearctic",
                "atlantic palearctic",
                "central palearctic",
                "eastern palearctic",
                "pacific palearctic",
                "pacific nearctic"
        ],
        "SouthernRealms": [
                "oceanic",
                "pacific neotropic",
                "atlantic neotropic",
                "atlantic afrotropic",
                "eastern afrotropic",
                "australasian",
                "oceanic",
                "pacific neotropic",
                "atlantic neotropic",
                "atlantic afrotropic",
                "eastern afrotropic",
                "australasian",
                "oceanic",
                "pacific neotropic",
                "atlantic neotropic",
                "atlantic afrotropic",
                "eastern afrotropic",
                "australasian",
                "oceanic",
                "pacific neotropic"
        ]
}

 

 

DarkThoughts, Apr 8th 2025 at 6:48 PM

Sixtay

It's badly worded. They mean setting your world length (north-south axis) to half of your world width (west-east axis) inside of your worldgen settings, so that your world is roughly twice as wide as it is high - similar to how a planet would look like proportionally if you were to flatten its surface out onto a square.

florins, Apr 8th 2025 at 10:09 AM

Is there a way to make biomes occur more frequently than once per world? Like have all express themselves every 50k blocks even though world size is 1 million blocks.  

Sidfu, Apr 6th 2025 at 2:02 AM

how do we know if something was bloacked spawning? does the mod make a log saying xx  blocked spawning?

Sixtay, Apr 5th 2025 at 4:53 AM

so i have been saving this question for a very long time , in your description it says to set the pole to equator distance to half the world height, and your example you use 1 million blocks tall but the game maxes out in the world setting at like 500 or whatever (not exact) Im just wondering what my pole to equator ditance should be for the default world height of 256 blocks??? sorry for the confusion.  

LeoSpades, Mar 29th 2025 at 1:51 AM

So, all the mods on the list, some are very old. Do they still work in 1.20? I am scared to test

Crabb , Mar 18th 2025 at 10:01 PM

Biomes doesn't touch temperature in any way. Check the biome you are in with '/biome show' command, it's possible you aren't in a biome that redwoods exist in.

JimmyMac, Mar 18th 2025 at 2:50 PM

With this mod enabled it seems my world setup ignores starting climate which I set to warm. It may be that trees I expect in a warm climate (mainly redwoods) are not spawning and that is by design but the temp seems more like temporate also

This is my setup

"gameMode": "survival",
"playerlives": "-1",
"startingClimate": "warm",
"spawnRadius": "0",
"graceTimer": "2",
"deathPunishment": "keep",
"droppedItemsTimer": "600",
"seasons": "enabled",
"daysPerMonth": "9",
"harshWinters": "true",
"blockGravity": "sandgravel",
"caveIns": "off",
"lightningFires": false,
"allowUndergroundFarming": true,
"noLiquidSourceTransport": false,
"playerHealthPoints": "35",
"playerHealthRegenSpeed": "1.5",
"playerHungerSpeed": "0.5",
"lungCapacity": "120000",
"bodyTemperatureResistance": "0",
"playerMoveSpeed": "1.75",
"creatureHostility": "aggressive",
"creatureStrength": "0.5",
"creatureSwimSpeed": "1",
"foodSpoilSpeed": "0.5",
"saplingGrowthRate": "0.25",
"toolDurability": "2",
"toolMiningSpeed": "1.25",
"propickNodeSearchRadius": "8",
"microblockChiseling": "all",
"allowCoordinateHud": true,
"allowMap": true,
"colorAccurateWorldmap": true,
"loreContent": true,
"clutterObtainable": "ifrepaired",
"temporalStability": true,
"temporalStorms": "sometimes",
"tempstormDurationMul": "1",
"temporalRifts": "visible",
"temporalGearRespawnUses": "-1",
"temporalStormSleeping": "0",
"worldClimate": "realistic",
"landcover": "0.95",
"oceanscale": "1",
"upheavelCommonness": "0.3",
"geologicActivity": "0.1",
"landformScale": "1.0",
"worldWidth": "512000",
"worldLength": "512000",
"worldEdge": "blocked",
"polarEquatorDistance": "200000",
"storyStructuresDistScaling": "1",
"globalTemperature": "1",
"globalPrecipitation": "1",
"globalForestation": "0",
"globalDepositSpawnRate": "2",
"surfaceCopperDeposits": "0.5",
"surfaceTinDeposits": "0.12",
"snowAccum": "true",
"allowLandClaiming": false,
"classExclusiveRecipes": false,
"auctionHouse": false,
"playstyle": "surviveandbuild"

Crabb , Mar 15th 2025 at 10:00 AM

Farm Crops mod compat thanks to MaiaK

 

Crabb , Mar 14th 2025 at 4:56 PM

There's a thread in the official VS discord under #mod-development MaiaK

RaptorMother, Mar 14th 2025 at 4:37 PM

hi, is there a discord? I've done a quick and dirty patchjob to ensure the crops in the Farm Crops mod spawn in the Atlantic and Pacific Neartic biorealms I'd like to submit to you

Crabb , Mar 14th 2025 at 3:42 PM

Hieronymous Reptiles pack compat added, thanks ComitatesSaxoni

Crabb , Mar 14th 2025 at 9:21 AM

From east/west the world will be divided into 6 biomes, so about every 166666 blocks it will change. This is why I personally would play with a smaller world.

BlueSteelAU, Mar 14th 2025 at 6:36 AM

roughly what co-ords is the amarican biome in a 1mil&1mil block toth like a 50k block for the cold areas

 

Crabb , Mar 13th 2025 at 10:24 AM

Added Hieronymus's reptiles collection to the compat list, I know the compat patch isn't actually released yet in that mod, but I want to put it in the list before I forget.

Crabb , Mar 13th 2025 at 10:17 AM

Ensatinas patch added, thanks ComitatesSaxoni

Crabb , Mar 13th 2025 at 9:40 AM

Legacy of the Phanerzoix series has added support for Biomes and is now in the list, thanks laughinggas

Crabb , Mar 13th 2025 at 9:25 AM

If you can't find fish, please try travelling to the correct biome for what you are looking for. Salmon DO NOT spawn in the biome that you are spawned in. Also the Ornamental Fish are extremely rare, even in the correct biome. Generally speaking, fish and everything under water is very underrepresented in both vanilla game and mods. We need more fish mods, especially species that can supplement salmon for starting players.

BlueSteelAU, Mar 13th 2025 at 6:31 AM

Posted on the discord :) tyvm

Junrall, Mar 13th 2025 at 3:57 AM

BlueSteelAU

You might try posting your request on the discord page for Biomes. Might be noticed sooner by someone who is crafty with this. Biomes Discord Link

BlueSteelAU, Mar 12th 2025 at 7:11 AM

can someone please make a patch file for Wilderlands Ethology, cats, Truth and Beauty: detailed animals, Golden Wolf and Legacy of the Phanerzoix series of mods,

i think it overrides the vanilla fish.. and i can't see any of its fish when using biomes.

 I think the others don't appear either.

 

I wish there was an easier way to add mids entities to the spawn lists or at least something to tell you which entities

 need to be edited so that they show or make it like it adds them to a default category for all the biomes if they aren't listed in the biomes already.

 

I run using like 190+ mods .. at the moment i can't run with biomes as so much goes missing

 

RangeCreed, Mar 12th 2025 at 7:04 AM

Thanks for the hard work is there any chance for Wild Grass support or would it be easy enough for me to make a patch myself?

ComitatesSaxoni, Mar 9th 2025 at 3:24 PM

Crabb

Tell you what, Here's the compatibility for Hieronymous version of the Ensatina, since you already have his series, and I'll contact the other mod author about him adding the other thing :)

These little critters are proposed to be a ring species, which is fascinating stuff!

"file": "ensatinas:assets/entities/land/ensatinas.json",
"op": "addmerge",
"path": "/attributesByType",
"side": "Server",
"value": {
"*-eschscholtzii": {
"biorealm": [
"pacific nearctic"
]
},
"*-xanthoptica": {
"biorealm": [
"pacific nearctic"
]
},
"*-picta": {
"biorealm": [
"pacific nearctic"
]
},
"*-platensis": {
"biorealm": [
"pacific nearctic"
]
},
"*-croceater": {
"biorealm": [
"pacific nearctic"
]
},
"*-klauberi": {
"biorealm": [
"pacific nearctic"
]
},

},

Churburby, Mar 9th 2025 at 1:19 PM

It would be nice to have a printout command for animals like trees, that way we can know if animals which seem absent are not configured correctly or simply not hitting the RNG to spawn.

crumps, Mar 9th 2025 at 3:57 AM

Also still having issues with fish spawning, even the ornamental fish mod which says is supported doesn't have any appear. I do get eels in very shallow ponds sometimes but that's about it.

BlueSteelAU, Mar 8th 2025 at 9:14 PM

My fish Still don't show everything is at default for this mod. is there anything I have to do to get vanilla fish and moded fish to show

Crabb , Mar 8th 2025 at 8:54 PM

ComitatesSaxoni

I honestly don't mind, it's whatever is easiest for the mod creators. Putting the patch in the creature mod does make it easier for the mod creator to keep it up to date, rather than relying on me to add it to Biomes. Let me know if you do add it and I'll make sure it's included in the compatibility list in Biomes description.

Crabb , Mar 8th 2025 at 8:52 PM

Not sure what you mean, PeterSanderson

All of the compatible mods have compatibility patches already set up for them. You don't need to do anything other than install Biomes and whichever set of those mods you want. If you want to create your own mod, then yes you'll want to create a compatibility patch as well. The whitelist feature was requested by server owners so they could do specific customisation.

ComitatesSaxoni, Mar 8th 2025 at 5:31 PM

Crabb I can respect that line of reasoning from TenthArchitect, I have modified it for my own use instead.

On another note, another mod author has updated (AI, hitbox/collision and formatting) and packaged Hironymous fantastic line of Reptiles with a companion mod to make them displayable :)

https://mods.vintagestory.at/hieronymusreptiles

I have separately put together a dependent patch to distribute all of these from the existing reptile mod patches, and included realm suggestions for the Ensatina family of lungless Salamanders (A. Nearctic,  P. Nearctic)
which appear to have no patch in this mod as of yet. They are too cute to not have :))))))

Do you prefer patches to be sent to you to be included here, or in the mod seeking compatibility with yours? I'll happily share either way.  

PeterSanderson, Mar 8th 2025 at 5:03 PM

Hey there Crabb

Do I understand correctly that the user will have to manually add creatures to the spawn whitelist for a given biome, or does the mod pull a list of creatures that could appear in a biome and the user has to switch them on or off individually?

Crabb , Mar 8th 2025 at 10:08 AM

ComitatesSaxoni

The ring-necked pheasant was introduced into Europe and NA from Asia. TenthArchitect sets the standards for what is included where, but basically anything that humans introduced is not counted for Biomes, as the timeframe for VS is not well defined and doesn't seem to be current/future Earth.

Crabb , Mar 8th 2025 at 10:03 AM

bugfix for More Animals, thanks Hydromancerx

Crabb , Mar 8th 2025 at 9:58 AM

Thanks crumps, I've added the compat to the list.

Crabb , Mar 8th 2025 at 9:57 AM

@ComitatesSaxoni

Unfortunately the salmon in the game are pink salmon and they don't live in atlantic palearctic. One of the biomes team was making a lot of fish mods at one point and I think the intention was to make the other salmon species, but he seems to have disappeared unfortunately. I did make an argument to the guys a while back that salmon is kind of important for the gameplay.

crumps, Mar 7th 2025 at 10:06 PM

ComitatesSaxoni i actually managed to get in contact with the creator of the wilderlands rustbound series and he patched it in :)

ComitatesSaxoni, Mar 7th 2025 at 7:37 PM

crumps

You're more than welcome!

Please share your patches with the author of whatever work you used, in this case all credit goes to Crabb for the patch scheme :)

crumps, Mar 7th 2025 at 6:23 PM

Ateerix I was just coming in to check in and say the same thing. After fixing below I can't seem to find any fish in any of my worlds at all. Unsure of the fix myself gonna investigate.

Ateerix, Mar 7th 2025 at 3:21 PM

So for some reason any game world I create refuse to spawn in the vanilla fish while biomes is active, or any kind of aquatic animals for that matter. I looked in the files and noticed there might be added marine creatures, but I have yet to see anything in water. I spent quite a long amount of time narrowing it down to biomes, but once the mod is disabled, I see fish again. I compared creatures I was seeing with the biorealm of the fish to make sure I was in the right location, and checked that the temperature was sufficient to spawn them, and still nothing. I checked about 200 different bodies of water in several different created worlds using creative mode to fly around and nothing spawns in unless biomes is disabled. Is there a fix for this or is this a known issue with something I'm doing? Thanks.

crumps, Mar 6th 2025 at 11:41 PM

ComitatesSaxoni holy crap i cannot thank you enough!!!!! I made my own JSON file using this format from the rustcreatures to make sure i mirrored it to all biomes and it worked!!!! 


I could post or send this JSON file to the creator of the mod here if he ever wants so he doesn't have to go through and type it all up. Thank you so much comitates

ComitatesSaxoni, Mar 6th 2025 at 9:42 PM

Crabb

A small plea for your consideration:

Please allow Vanilla Salmon in the Northern Atlantic Palearctic region, unless the Salmon I've caught were invasive species, which would make me very sad :/

The same could be said for the cries of the ring necked pheasants (as in the moreanimals pheasant), who have woken me up in the morning every summer.


crumps

In the biome mod zip you will find the patch folder, for example my "slightly" changed edition it looks like this AppData\Roaming\VintagestoryData\Mods\Biomes_1.20.1_UwU_Edition.zip\assets\biomes\patches

Here the fantastic support for other mods is found, you can copy most of the syntax found in there to make your very own patch work! Try looking at the vanilla-land.json

{
"file": "modid:directory path/creaturename.json",  <- This tells the game what the creature you're modifying is, "modid" you can find in modinfo.json and the rest is the actual path to the file
"op": "addmerge",
"path": "/attributes",
"side": "server",
"value": {
"biorealm": [
"something something name of realm 1",  <- add as many as you want here, but remember to put a comma at the end of each line but the last.
"something something realm 2 "
]
}

crumps, Mar 6th 2025 at 2:14 AM

Does anyone know how to get Biomes to be compatible with Rustbound Wilderlands? Been trying for a while to get them to work but can't seem to do it.

RemyDuron, Feb 27th 2025 at 1:13 AM

MaiaK I found this worked for the elementals (and the vanilla bowtorn) for me. Here's my biomes config file

{
"FlipNorthSouth": false,
"EntitySpawnWhiteList": [
"bowtorn-*",
"elemental*"
],
"Debug": false
}

The names seem to match the value for "code" in the .json file for the entity, with the subtypes appended to that following a hyphen. Not sure if that's universal or just a convention. 

RaptorMother, Feb 22nd 2025 at 5:17 PM

I'd like to ask some guidance. I want to add a few creatures to the whitelist (notably, the elementals in rust magic mod), how would I find an entity's name so I can put it in the whitelist?

DUCATISLO, Feb 21st 2025 at 10:14 PM

gg

Targar, Feb 5th 2025 at 11:47 PM

Giffel with a 1mil world a 400k equator is correct, this would give you an equatorial zone of 200k blocks.

Giffel, Feb 5th 2025 at 7:12 AM

Im so confused. How am i meant to follow your instructions "for the most Earth-like world", when there is no option in-game to make a world where the polar-equator distance is half of world length? If i pick 1 mil world length, i can pick between 800, 400, or 200k polar-equator distance.

Targar, Feb 5th 2025 at 6:39 AM

I would like to ask if spawning of salmon can be reactivated for the base mod in the north atlantic regions, given that we do have atlantic salmon

Sniffy540, Jan 27th 2025 at 3:08 AM

Crabb
I'm running into server performance issues and I've been diagnosing it using some debuging commands. They show butterfly spawns taking up an obscene amount of tick time and I was wondering if this could at all be connected to the Biomes mod? I ask because Biomes interacts with butterfly spawns right?

27.1.2025 01:52:52 [Server Notification] 13 players online - A tick took 317.33 ms
317.33ms, call : all
306.17ms, 1 call : entityspawner
305.77ms, 1 call : spawn-attempts
80.94ms, 4116 calls, avg 19.66 us/call: testspawn game:butterfly-tawnycoster
79.45ms, 4459 calls, avg 17.82 us/call: testspawn game:butterfly-lemonemigrantalcmeoneformmale
72.15ms, 4459 calls, avg 16.18 us/call: testspawn game:butterfly-largewhitemale
68.84ms, 4459 calls, avg 15.44 us/call: testspawn game:butterfly-nessusleafwingmale
4.39ms, 320 calls, avg 13.73 us/call: testspawn game:shiver-corrupt

This occurs consistantly with butterfly spawns and I don't think it is supposed to be making 4,000 calls for each butterfly.

Is it safe to remove Biomes and put it back to test?
Crabb , Jan 20th 2025 at 5:00 AM

The only thing Biomes does with terrain is tag chunks with which biome they are in.

There is special support for Rivers mod. If a chunk has a river in it, that is detected so it's known if it's salt water or fresh water so the appropriate species spawn. This is for eg lily pads,

Sniffy540, Jan 19th 2025 at 6:35 PM

Is this mod compatible with world gen mods? Particularly Terra Pretty and Rivers.

I ask because when Biomes is used with the two the ocean gen feels very off and most landmasses are half ocean. It's as if the ocean and land are not aware both are generating in the same spot. The world gen is very distinct between having Biomes and not having Biomes installed.

Here is an example of what most of the world looks like. The rivers appear to be generating through oceans, behaving as if they think they are on land.

Another observation: In vanilla and with terra pretty the game has a chance to spawn you in an ocean, if that is the case the game generates an island. Biomes mod does not appear to do this (I have spawned in the ocean with no land), which makes me think it is touching world gen in some way, particularly oceans.

Another question (sorry for so many)
You say you can set the world length to be twice the distance of the poles and that will result in 2 poles. In my experience, world length is determined from 0,0 (Where the player spawns) and setting the length as double pole distance actually cuts off one of the poles as the poles are not centered from spawn. Does your mod change this? Could that be the cause of the weird oceans?

Thank you for making such an amazing mod!

Edit: Upon restarting my game (many times) and deleting all configs the worlds appear normal now and I do get the spawn island with Biomes enabled. It seems likely that some world gen mods were not fully enabled/not working. I'm still curious about if Biomes effects how world length is calculated.

PeterSanderson, Jan 19th 2025 at 6:15 PM

Is the Saltwater Bugfix mod still needed? And do we need to wait for an update on it, or is it obsolete? I saw that it seemed not to be working with 1.19.7
Thanks so much for updating this, Crabb

RowdyArt, Jan 19th 2025 at 2:42 PM

Compatibility with Wildgrass would be wonderful!

Crabb , Jan 19th 2025 at 11:41 AM

I noticed in the error log posted that what I thought were vanilla patch errors were actually from bio_oceanian. No idea what that mod is but it seems to be bugged.

Crabb , Jan 19th 2025 at 11:37 AM

bump to match VS major/minor version from now on, e.g. Biomes 1.20.x will be compatible with Vintage Story 1.20.x
add hellboars from feverstone wilds
add the critter pack and pipeleaf support

Crabb , Jan 19th 2025 at 9:05 AM

Errors are mostly on Pantherinae mod. It won't cause any major problems other than anything that fails to patch won't spawn. Tenth will fix them next time he updates that mod. I will need to take a look at anything vanilla in the error list. I saw something about stones in there I think. Won't be able to do that for a week at least.

Yes the mod should be present during world generation.

Vanilla creatures are included in the mod effect as well.

if you want to submit a patch, go for it. It's also possible for mod authors to make their mods compatible in their mod. That's what TenthArchitect does for his mods. Most of the other mods are patched in Biomes.

neobit

neobit, Jan 18th 2025 at 12:06 PM

Got this errors https://pastebin.com/2HwGMJuJ

Do you think they are harmful?

Thanks

Crabb , Jan 18th 2025 at 9:45 AM

Click on the Source tab at the top of the mod page, it's all there. neobit

Crabb , Jan 18th 2025 at 9:44 AM

I've updated for 1.20 but I'm having both computer and internet problems so I really can't test it properly at all.

Hydromancerx, Jan 18th 2025 at 12:56 AM

Please update for v1.20. It just stright up isn't working. Like all the mod fauna and flora are showing up in the same region and the "/show biome" says the command dosn't exist.Note this worked fine in v1.19. Many thanks in advance!

neobit, Jan 16th 2025 at 7:59 AM

Hi, do you perhaps have this mod on github and are willing to share the link?

Out of curiosity, is there something that requires this to be present at the world generation?
And then, do the supported mods need to be present at the generation as well?

Do you modify spawn of vanilla creatures? There is interesting mod called "Truth and Beauty: Detailed Animals" that could be supported here as well.

Crabb , Jan 11th 2025 at 10:50 PM

Yes the world is equally divided east/west. Temperature and rainfall effects on spawn aren't touched by the mod, so yes, things you'd expect to find in dry/wet/hot/cold areas will be found in those areas. LopsterBisque

Crabb , Jan 11th 2025 at 10:44 PM

Yes, I will try to start on that soon PeterSanderson

PeterSanderson, Dec 21st 2024 at 5:47 PM

Is this mod going to be updated for 1.20? Hope so :)

LopsterBisque, Dec 18th 2024 at 9:07 PM

How does the east-west spread of the biomes work? Does each biome take up an even 1/6 of the hemisphere it's in? Also do other factors like temperature and rainfall still matter? I'm guessing you wouldn't be seeing a moose in Mexico.

This mod looks really awesome, and I'm sure it took a lot of work. I'm still new to VS but it's one of the first mods I'm planning to try once I get a feel for the game.

Moonbyes, Dec 4th 2024 at 12:03 AM

sheepon THANK YOU for the info on why animals spawn less! it was the main thing stopping me from using this mod. now i will know to increase the spawn rates from FotSA.

Crabb , Nov 23rd 2024 at 9:34 AM

This mod does not change temperature.

QiForce

MATANZA, Nov 16th 2024 at 12:38 PM

Seems like some Wildcraft fruit trees are missing. Lemon tree and some others are not present in the config.

QiForce, Nov 16th 2024 at 12:48 AM

does anyone know if this is meant to change temerature in world also? I assumed it was but can not get it to behave correctly (warmest at equator & then follow seasons for poles)

Hydromancerx, Nov 14th 2024 at 6:23 PM

Please patch for ...
- Real Grapes
- Wildgrass
- History of Existance
Thanks!

Tentharchitect, Nov 9th 2024 at 2:54 PM

Dawnveu
This works with P&V, as this is a worldgen mod and not a landform mod

Dawnveu, Oct 30th 2024 at 5:26 PM

does this mod work with Plains and Valleys? It says it works with worldgen mods but not landform mods

sheepon, Oct 25th 2024 at 12:01 AM

Avernite Actually, Micomi on the discord made a compat file for Rust & Rot! I helped her fix it up, and it was sent to the R&R dev c: If R&R has been updated since Oct 5th, then I believe it should be included!

Sernik & Jena_Thornwyrd - Yes, all FotSA mods work with Biomes. And yes, you'll notice that animals spawn in lower amounts than without Biomes. This is because FotSA animals spawn on runtime rather than worldgen, and Biomes blocks every roll of the "dice" that wouldn't work for the biome you're in. So, if you're in Atlantic Palearctic for example, FotSA may try to spawn a big cat every X seconds. There are 9 cats in Pantherinae, but only 3 can spawn in that area. So big cats will spawn at 1/3 the speed than they would without Biomes. Some of those spawns may also be blocked by the carcasses that FotSA adds in too! So it's up to you to decide whether or not Biomes is for you or not. We're hoping this problem will be allieviated with time as more mods that add animals are made c: Until then, you can also go into the FotSA files and change the spawn rates until they feel better too!

The at'ing is broken when I try more on this comment, but I hope me posting it the first time pinged you u_u

Jena_Thornwyrd, Oct 22nd 2024 at 2:12 PM

I just tried this mod with the full FotSA suite, the world is quite empty :( .

Avernite, Oct 20th 2024 at 5:34 AM

@sheepon You absolute legend. Not only thank you but that's actually a great idea for placement. One last one from me, Rust & Rot?

Sernik, Oct 19th 2024 at 12:24 PM

So, FoSA is implemented in this one or not? on 1.19.8 it seem to block many spawns with and without entitiesconfiguration mod

sheepon, Oct 15th 2024 at 6:12 PM

Avernite I can definitely work on adding Fantasy Creatures next! Just know that officially added fantasy creatures will spawn where the myth originated OR where the original myth says the creatures lives.

I'm not entirely sure what a line in the whitelist looks like though :( personally when I'm testing stuff, I just copy one of the files in the patches folder and set the mobs I want to spawn in all biomes. It's pretty easy to do since the format is all there.

Neocrife, Oct 15th 2024 at 6:08 PM

sheepon Thanks for explaination ! 

Neocrife, Oct 15th 2024 at 6:07 PM
sheepon, Oct 15th 2024 at 6:05 PM

Neocrife You're correct, the center of the map is warmer and farth north and farth south are cold (as long as you put your equator halfway in the map when creating the world!). And yes, biomes change from east to west above and below the equator.
Using the config file, you can make the biome placement mirrored. If mirrored, it means that North America is in the bottom left of the map and South America is in the top left. Whitelisting an entity is for adding animals/creatures/monsters/humans that aren't already compatible with Biomes.

As far as I know, there's no way to change where your first spawn is :( it's always going to be near the border between Atlantic and Central Palearctic, or the border between Atlantic and Eastern Afrotropic if you flip north and south. Either you have to create a world that's a walkable size and walk where you want to go, use creative mode to fly where you want to go, or you can use the /tp command to teleport to whatever coordinates you like. If your world is 10kx10k blocks with equator at 5k, then to spawn at America Latina you'd want either just above or below the equator at something like -3410, ~60, 2840 (x=east y=up z=south). This put me right at the equator when I tested it. The top and bottom halves of the map are divided by 6 each, and the coordinates change from + to - at the halfway marks in the whole map. It's definitely worth messing around with! To change your spawn point after teleporting, you'd want to spawn in a Temporal Gear and make sure the world "Temporal gear respawn uses" setting is "infinite". 

Neocrife, Oct 15th 2024 at 1:10 PM

Hello guys, I need some files or instruction to undestand exactly how climate work. I mean, if good option before launching generate world, we've got equator, meaning center of map is warmer when south and nord are colder when we go far away from center, isnt it ?
Biome are different if I travel EAST to WEST for example ? Even if temp are same (equator in West is diffrent biome from equator East of map). This is real, like real world ?
I dont understand this :

User config via file:

  • Flip north and south, so you can start in a southern hemisphere biome.
  • Whitelist any entity

BTW if someone can explain me how to be sure I can spawn in some america latina biome when i want warmer/equator biome. If I want to chose a starter biome. Thanks for this mod ! 

Avernite, Oct 14th 2024 at 4:17 AM

Ah ok gotcha. Thank you for the info. Would it be possible to get support added for Fantasy Creatures? Also, what would a standard line in the whitelist format look like and where in my files can I look to build it?

Crabb , Oct 13th 2024 at 8:29 AM

Avernite Whitelist is just for mods that don't have official support. Any mod listed in the description above will just work.

Crabb , Oct 13th 2024 at 8:27 AM

Phoenicius Best to make a new world. You can force some tiles to regen with console commands and that should work too. I honestly can't remember if the world gen is lazy enough that just moving to an unexplored part is good enough.

Phoenicius, Oct 12th 2024 at 8:45 PM

If I want the changes from the latest update (which adds compatibility for the latest Wildcraft versions), do I need to create a new world? 

Avernite, Oct 12th 2024 at 5:27 AM

Hi, new here, so we install the creature mods, we install this mod and then it just works or we have to manually input each mob, plant, etc into the whitelist in the config?

Jena_Thornwyrd, Oct 10th 2024 at 4:22 PM

I was wondering for a long time if you would code it, thanks a lot, I can't wait to test :)

Crabb , Oct 10th 2024 at 2:11 PM

-Salt and Sands compatibility
-Wildcraft Trees update 1.2.0 + the stumps, driftwood, and mangrove roots that were missed earlier (whoops!)
-Wildcraft Fruits n Nuts 1.2.2

Ardail, Oct 9th 2024 at 12:34 AM

@Arthopleura I do have the feverstone wilds mod, the horses are neat, but I do find them kind of a pain to use without building up wide roads first. I'm running the plains and hills mod which is nice open areas to run in but still generates a lot of sink holes that I'll fall inside of, especially if there's a lot of bushes
It's something I worry about with the 1.2 elks coming. Why use a mount when the terain is rough and forests can be a pain to get through on a mount. Also have to carve out much larger tunnels to fit the animals through

It's the same reason people in minecraft prefer boats over horses and why in ARK we hardly ever would traverse overland rather then by sky even if land animals could carry FAR more

maybe when the devs add in hitching posts they'll be more useful cuz the horses always try to run around and never listen to commands in the feverstone mod

sheepon, Oct 6th 2024 at 12:08 AM

Hydromancerx I looked at the Sam's Humanoid Creature file again and adding "land" didn't change anything. Turns out the mod puts everything directly into the "game" directory and not "samshumcreat" and I had missed it. The fix will be uploaded with the next Biomes update :)

sheepon, Oct 5th 2024 at 11:13 PM

Temporarily absent patcher here! I've just finished adding Salt and Sands 1.0.2, as well as Wildcraft Trees 1.2.0 & Wildcraft Fruits n Nuts 1.2.2. Biomes will be updated to reflect that whenever Crabb gets a moment :)

Cuddly_Khan FotSA and Floral Zones come with Biomes compatibility already built in! Every time one is released, it is immediately ready to play with Biomes :D

Arthopleura To my knowledge no such mod exists for adding fish to Atl Pal, aside from Something in the Water for oceans :( I've also been feeling how empty the water is while playing with Biomes, so I hope someone makes another fish mod soon!

GaylordZap Sorry for late reply! This mod does not affect GenRockStrata.gen, no. Only entities, blockpatches, fruit trees, and normal trees. I've played it with Geology Additions and haven't experienced any problems.

Cuddly_Khan, Sep 13th 2024 at 9:06 AM

This also needs an update for the Wildcraft and FotSA compatibility. Probably some of the newer Floral Zones mods as well are lacking compatibility.

ChocolateLovely, Aug 31st 2024 at 3:05 PM

I've decided to start slowly patching in Salt and Sands.  We haven't heard from Crabb in quite some time; so I imagine they're busy with life at the moment.  I don't enjoy this stuff; so it may take me a while.  But I will try to get something uploaded sooner than later; as it'd be nice if we all had beautiful oceans.

ChocolateLovely, Aug 28th 2024 at 2:25 AM

First off, thank you SO much for all your had work!  There are a few mods out there that I simply can't play without, and this with floral regions and all the relevant creatures.  Spectacular work.

I would like to know, however, if there are plans to incorporate Salt and Sands.  Fleshing out the oceans would really be amazing for those long sailing trips.

Arthopleura, Aug 16th 2024 at 6:39 AM

Merrygin, please take into account that animals from fauna of the stone age does not spawn right away but take some time before showing up. Maybe you are travelling a lot, thus preventing fosa spawn. If this is the case, some animals should start spawning if you wait a couple in-game days not moving.

My issue is more like i see no new aquatic creatures in the biomes i'm in (probably due to the fact that i don't have a mod that add them for my starting location) . Therefore i'm asking if anyone here know a mod that add fish for atlantic paleartic. I can play fine without fish, but then oceans look a bit lifeless ...

 

Ardail, you should try joy of sailing (which help travelling in the oceans) , and feverstone horses and viescraft machines (which respectively add horses and cars/planes/boats into the game - i didn't tried thoses two mods, but they looked like they work fine) . You can also work with customised presets when building new worlds. Here you can choose the pole-equator distance (to have closer different biomes) , your biome starting location (actually you just choose temperature, but that's almost choosing your biome tbh) and much more

 

And again, if anyone know a mod that add fishs in atlantic paleartic seas, i'll take it.

GaylordZap, Aug 16th 2024 at 2:55 AM

Does this mod effect geology in its changes to world gen, in particular GenRockStrata.gen?

darkblade707, Aug 11th 2024 at 10:44 AM

Is ther any plans to add suport for the Rust & Rot mod?

Hydromancerx, Aug 9th 2024 at 4:14 PM

Please patch with Salt and Sands mod!

Merrygin, Aug 5th 2024 at 5:41 AM

I actually have the same /a similar issue as Arthopleura, not seeing any sea animals / fish whatsoever. Actually, currently being in the eastern afrotropic climate, I don't see any creatures other than hares and pigs. I have all the Stone Age Fauna installed, so I'm fairly certain I should see quite a few animals.

Also, the whitelist in the config is empty: does that mean I should insert all modded entities there? Or is there some way to do this quicker?

Maybe as a suggestion, if this is possible at all, having a "whitelist all" command or similar funcitonality would be super helpful.

Hydromancerx, Aug 3rd 2024 at 6:28 AM

Sam's Humanoid Creatures is not showing up for me

"file": "samshumcreat:entities/wild-surv.json",

Should be ...

"file": "samshumcreat:entities/land/wild-surv.json",

Maybe?

Ardail, Aug 1st 2024 at 2:47 AM

With how big the world can be is there any suggested way to travel so you can get to all your other plants/animals without needing to spend a week real time walking to it? Or should I just generate a world at like 1/3 the size or something
Or is there a guide how to spawn at a different biome and not always in Atlantic/central Palearctic

Arthopleura, Jul 9th 2024 at 7:36 AM

Well, the issue is that i see none ...

As i said, i have the sireniae from the stone age series, and i have all fish mods from hieronimus, plus i know there is salmon in vanilla, but i see absolutely no underwater animals, no matter where i go, in any world i've ever made ...

I just expect to see life underwater, not any species in particular ...

I'm just thinking about it, but could you add some kind of detailed map with a list of what spawns where exactly in this page ? This would help answer this kind of questions and help knowing which kind of mods are needed in each biome.

EDIT : I would actually like to see some manatee, but i think you don't need to tell me that thoses only spawns in neotropic biomes ...

Crabb , Jul 8th 2024 at 7:54 PM

Sea animals are treated exactly the same as land animals. Which ones are you expecting ?

Arthopleura, Jul 8th 2024 at 11:04 AM

Just one question : Is there any biome where i have no chance of finding any single sea animals ? I have a world with this mod and i do not find a single one. I have hieronimus' mods and the whole fauna of the stone age series.

I did the command and i am in "atlantic paleartic" (probably in south atlantic paleartic since i got leopards and pantheres) .

Crabb , Jul 6th 2024 at 11:43 AM

Mrozak

Tule can be found in the Pacific Neartic. Consensus on the mod team is that it should stay like that to encourage travel. You can still use other materials for roofing before you find it. Whitelisting is only for creatures, not for plants. The mod doesn't change the way climate affects spawns, it's sounds like you're in a hot section of the Central Palearctic. If you go to a cold section of the same biome you will find bears and wolves.

Mrozak, Jun 29th 2024 at 8:13 PM

Does this mod move Tule to some specific place/biom?
Since i added this mod, i can't find a single Tule plant anywhere i looked (new server, started with same seed as the old server which had plenty of tule around my area).

I am at woodland biome where oaks and pines grow, so i would expect the tule to be here somewhere - well, maybe not exactly tule, but SOMETHING i can make a thatch roof from.
And because the thatch roof in the game can be made only from tule, as opposed to from bascially ANY reed plant, it seems logical to let tule grow almost anywhere.
So, maybe i could fix that by whitelisting it?
But i have no idea what is supposed to go into "EntitySpawnWhiteList":[] inside the biomes.json in ModConfig?

EDIT:
Using /biome show it tells me i am at central palearctic. So, i should be seeing bears and wolves, right? But i haven't yet seen a single bear or wolf.
Using /entity count command i can verify that there are no wolves or bears around. Surprisingly, there are two ostriches, and a few gazelles (none of which should even be here).
Is this normal for the mod?

Coelor, Jun 27th 2024 at 3:04 AM

Mendall You can look at the source and check under "biomes/assets/biomes/patches" and you will be able to see how the author patched other mods. Hope that helps 😄

Mendall, Jun 27th 2024 at 12:04 AM

How do I whitelist a critter from a mod I'm running. any one know how/where thats done.

 

Hydromancerx, Jun 26th 2024 at 7:03 AM

Support for Ensatinas?

AngryOscar, Jun 17th 2024 at 5:31 PM

support for outlawz mod?

Crabb , Jun 11th 2024 at 8:34 AM

Support for Sam's Humanoid Creatures added

Hydromancerx, Jun 11th 2024 at 4:25 AM

Crabb

Sheepon wrote a patch for Sam's Humanoid Creatures on Discord if you want to add it.

Crabb , Jun 11th 2024 at 12:35 AM

Sheepon has updated the support for Wildcraft Fruit and Nuts

Hydromancerx, Jun 3rd 2024 at 4:24 PM

Please add compatablity for these mods ...
- New World Crops
- Rogue Hosue Addations (Adds Gorillas)
- Sam's Humanpoid Creatures (Adds Wild Men)
Thanks in advance!

Starrypop, Jun 3rd 2024 at 12:57 PM

Wildcraft: Fruit and Nuts was updated recently, and as a result many fruits don't spawn anymore

Marlim, May 23rd 2024 at 5:02 PM

Do you intend to add compatibility with all Wildcraft modules?
Wildcraft: Trees and shrubs.
Wildcraft: Herbs and spices.

Crabb , May 14th 2024 at 11:31 AM

Any errors or info in the log files? It's possible the world didn't create with any tags in it.

GON, May 13th 2024 at 4:54 PM

I feel like I've done something wrong with installing the mod and creating a new world with it active because I'm seeing stuff like pandas in the Atlantic areas

Crabb , May 13th 2024 at 1:30 PM

Should be Eastern Palearctic only GON

GON, May 10th 2024 at 4:41 PM

Should I be seeing pandas in all sorts of biomes? I've made a world with this mod and I'm finding them in all sorts of weird places...

sheepon, May 4th 2024 at 1:40 AM

ManaWei 

New Wildcraft is supported c: but I'm fairly certain that Old Wildcraft also works with Biomes currently. I haven't tested it in a while, but it should work!

OBEDIA 

You can update the mod without starting a new world, yes c: The update to 0.6.4 adds Creatures and Critters compatibility, so if you're not also going to use that mod then you don't need to update.

Regarding spawns, creatures will only spawn where they are native & where vanilla temperature spawn requirements are met. It may be that in your region, the only native goats and ox spawn where it's hotter or colder. You can check your region by using /biome show and /entity count to see a list of what has spawned near you.

OBEDIA, May 3rd 2024 at 11:16 AM

Can I update the mod without starting a new world on my MP server?

 

Edit: Also, there seem to be no almost no spawns except chickens, fox, wolves and deers. No goats, bisons or whatsoelse, is that fixed with the update, or did I miss some config somewhere?

Mendall, May 2nd 2024 at 5:22 PM

You are truly a great man Crabb thanks for this update.

It looks like I'm starting a new world.

 

ManaWei, May 2nd 2024 at 12:31 PM

is that the new wildcraft trees that's supported? or the old one ?

Crabb , May 2nd 2024 at 9:52 AM

Creatures and Critters compat added

Mendall, Apr 28th 2024 at 11:55 PM

I can't give up seeing elephants and hippos, ill keep using creatures and critters as long as it will load. I was still using it even when it was out of date, as long as it worked.

 

sheepon, Apr 28th 2024 at 9:39 PM

ElSnedds 

Base game salmon can only be found in Pacific Nearctic, Eastern Palearctic, and Pacific Palearctic. The player usually spawns around the line between Atlantic and Central Palearctic, so no fish will be found without walking. What other mods do you have that add fish?

Mendall Dr_Cummies 

I'll be helping to patch in Creatures and Critters in the next couple of days. I'm surprised to see the mod is still be used and updated! Last I had checked it was out of date and broken. 

ElSnedds, Apr 28th 2024 at 5:47 AM

 the mod works great for me except for one thing, I haven't seen a single fish. Not even base game salmon. Even in temperate areas. any ideas why that could be happening? 

 

The eels from Feverstone Wilds are spawning just fine, which confuses me more

Mendall, Apr 19th 2024 at 3:05 AM

I truly hope you guys figure the creatures and critters thing out. It's the only reason I haven't started using this already. Wish I knew a way to help.

Dr_Cummies, Apr 19th 2024 at 2:44 AM

I ended up patching them along with fantasy creatures and i believe some other creature mods. But i dont know how to properly create a patch or script. Other than ("Modname-*",) lol.

Crabb , Apr 18th 2024 at 7:55 PM

0.6.3 supports the latest Capreolinae. If anyone would like to submit a patch for Creatures and Critters, I'll include it in the mod.

Dr_Cummies, Apr 14th 2024 at 7:01 PM

any updates planned soon? i noticed creatures and critters isnt listed in your supported modlist im also wondering if youll be integreating the latest fauna mods. not sure how you scripted your mod to add them in, if it already added them or not. Thank you

Tentharchitect, Mar 26th 2024 at 7:30 PM

PennyPenn
This mod is stand alone in function, but to get the content from other mods you need to have those downloaded as well. This mod only filters the animals and plants into the correct bioregions

PennyPenn, Mar 23rd 2024 at 5:20 AM

I'm very new to the game and modding. Does this mod require anything else to work, or do I have to do something in particular to get it to run? I can't seem to get anything from the mod to spawn even on a new world.  I put the zip folder into my mod folder and made sure it was activated on my mod list. Do I need the actual creature mods listed?

Tentharchitect, Mar 14th 2024 at 5:42 PM

Doymand

To add on to what Sheepon said, that seems to be right. Of the 6 fox species you'll see in the Central Palearctic, only the red and corsac will occur in temperate conditions. There are three more in tropical conditions and the arctic fox in the coldest conditions. Same with the Canina dogs, only gray wolves spawn in temperate Central Palearctic conditions. The Dhole and golden jackal that live in the Central Palearctic require tropical or subtropical conditions.

For big cats, I believe you might be in too cold of conditions for leopards, lions and tigers, and too warm of conditions for steppe lions. Even if you are at the edge, the conditions might only be possible during a small window of the day and until a spawn check occurs for that species during that window you won't see them spawn. 

sheepon, Mar 14th 2024 at 12:34 AM

Doymand This is actually an example of the spreadsheet just being wrong (and why I've had to lock the spreadsheet, as checkboxes can be accidently clicked easily). I've double checked the Biomes patch in FotSA and the red fox does spawn in central palearctic.

The reason you're seeing red foxes and wolves is probably due to the temperature range of the area you're in. Looking at the other canids in central palearctic, I'd guess they'd spawn in warm or cooler locations than where the game tries to spawn you. You can find all of the spawning parameters for FotSA Caninae by looking in the mod's zip file and going to FotSA-Caninae-v1.0.10zip\assets\caninae\entites\land and opening one of the JSON files in Notepad. Use CTRL+F to find "spawnconditions" and the list below will tell you the spawn rates, as well as the min and max temp, min and max rainfall, min and max forest, min and max shrub, and min and max Y axis values that each species has. The same should apply to FotSA Pantherinae as well.

I haven't seen any big cats in my own playthrough yet either. Between the bioregions cutting down what can spawn AND their specific spawn conditions AND that they're meant to spawn very slowly, I think it's just a result of how Biomes as a mod functions. It's best played with as many creature and plant mods added at once to keep the world from feeling too sparse, and it's entirely possible it may not be a playstyle that's suited for everyone. I've been torn between using Biomes on my own personal playthrough for this reason too! 

Sikandar, Mar 13th 2024 at 11:06 PM

I've played for 32 hours across 2 different worlds and have not seen a single corpse or big cat. When I had previously played on a world without the Biomes mod, I did see many non-vanilla canines.

It does seem that foxes and wolves spawn, and it looks like it's using the FotSA mod for those. From what I can tell, only animals with a vanilla equivalent seem to be spawning.

However, based on the spreadsheet, the red fox (vulpes vulpes) shouldn't spawn given the realm is Central Palearctic. I've also not seen any of the other canines that spawn in this region.

edit: After generating a new world, I do see at least one carcass and Corsac fox after running /entity count

sheepon, Mar 13th 2024 at 9:30 PM

@Arndas @Doymand (I don't know why @'s break sometimes I'm sorryyyyyy)

Tentharchitect tested FotSA Pantherinae with Biomes on 1.19.4 to make sure spawn was working, and they saw big cats spawn after changing the rates for testing purposes. In their words, "I think it's just because the big cats usually take a week for one species to spawn, that in the bioregions that only 1 or two are native you'll not see them for long stretches of time". The game will roll a dice to see if a creature will spawn, and Biomes blocks the spawn if that dice roll is for something not listed for the bioregion. So things with infrequent dice rolls will take longer to spawn than in vanilla.

Doymand, you should also double check using /entity count command to make sure. FotSA Caninae spawns are sometimes halted in certain chunks if a carcass has spawned, but you should see the carcass in the entity count list. FotSA Caninae also replaced the vanilla fox model with its own fox iirc, so you can compare the two to see whether or not FotSA Caninae is active c:

Slapping this here for future people trying to find any kind of spawn: my spreadsheet of bioregion tags! It has a fair amount of information, but not all yet. You can use the command /biome show in game to see which biome you're in.

Sikandar, Mar 13th 2024 at 9:10 PM

I'm on 1.19.5-rc and seeing a similar issue as Arndas, none of the FotSA special canines spawn (wolves and foxes only), nor any macrodontinae or pantherinae. Wildcraft trees seem to work though.

BHamma15, Mar 13th 2024 at 12:47 AM
BHamma15, Mar 13th 2024 at 12:40 AM

I've seen tons of foxes,rabbits, wolves and bears. But only one moose and no other animals really the command shows a few deer spawning but i've yet to see one

 

Arndas, Mar 11th 2024 at 2:49 PM

sheepon Using the /entity count command was very helpful, thank you! However, I can confirm that after flying around through multiple regions (afrotropic, palearctic, nearctic, neotropics) that zero FotSA big cats spawned or even registered in the console. I can only assume this is a bug as FotSA caninae were present (as well as varieties of butterflies, goats, hares, bears, and other critters). In testing, I trimmed down my modlist so that the only mods influencing entity spawning or worldgen were "Biomes," "Rivers," "Plains and Valleys," and the FotSA mods. For what it is worth, /entity count pinged some big cats in a test world BEFORE including "Biomes" in my modlist, but these animals disappeared once "Biomes" was added. When I looked into the .json files, there is a patch for Pantherinae, yet none of those cats appear in my worlds at all.

I should include that I am using playing on version 1.19.4. Mod versions are:

  • Biomes: 0.6.1
  • FotSA (Pantherinae, e.g.): 1.1.1
  • Plains and Valley: 1.0.5
  • Rivers: 2.7.0

 

EDIT: Using "Configure Everything," it appears as though the spawn rates for the big cats are really low (value set at 5E-05). When I drastically increased this value (say, to 10) the big cats start to spawn again.

I rescind that statement. As I tinker more, I believe that world was a fluke as the likelihood of finding big cats is still effectively zero (even if I make their spawn conditions optimal).

sheepon, Mar 11th 2024 at 1:22 AM

Arndas I'm playing with the majority of creature mods installed on 1.19.4 and have been seeing spawns of butterflies and modded animals. Have you used the "/entity count" command to confirm their absence? A lot of FotSA animals likewise won't spawn if there are carcasses around. Are you using any other mods that might alter entity spawning? 

Arndas, Mar 5th 2024 at 11:31 PM

I am not sure why, but very few animals are spawning in my worlds (no butterflies, modded animals, etc.). I am using the newest version of these mods and am playing on 1.19.4. I keep seeing only hares, gazelles, boars and hyenas.

Tikimillie, Mar 4th 2024 at 11:40 PM

what is the rivers mod?

Mendall, Feb 25th 2024 at 4:48 PM

Thank you for the wonderful news, sheepon wildcraft is a must-have for me, but I really wanted to try this mod.

Crabb , Feb 24th 2024 at 4:01 PM

0.6.1 is out with the eating error fixed thanks to Sheepon.

sheepon, Feb 24th 2024 at 3:27 AM

@Mendall This mod is compatible with Old Wildcraft + Wildcraft Trees, as well as Herbarium and all of the currently released modules for it c: I'll be trying my best to keep up with any new modules or updates as well.

@Eggie As far as I'm aware you've got it right. Biomes is a big whitelist essentially, so removing it should allow all flora to spawn as it would in vanilla. As always though, it's best to back up your saves before removing any mod c:

@AzuliBluespots Biomes doesn't add any flora itself, it just changes how fauna and flora spawn. Any passion fruit would exist in some other mod, but to my knowledge no one has added any.

@AngryOscar Admittedly mods that add humans are a bit out of the scope of what this mod is interested in ^^; however, you should be able to whitelist any mob yourself if you like. In the Biomes zip, biomes_0.6.0\assets\biomes\config you'll find a file named biomes2. Open it using Notepad and use ctrl+F to find the whitelist. You can add any mob here that you like! So for Outlaws, it looks like you'd want to add lines for "bandit-*", "deserter-*", "hound-*", "looter", "poacher-*", and "yeoman-*". Just follow the format that you see in the file and everything should work smoothly. For anyone reading this in the future, I found the names for these mobs by looking in the Outlaw mod's zip and following these folders -> assets\game\entities\mobs

Eggie, Feb 24th 2024 at 1:07 AM

If I remove this mod from my current playthrough, will new chunks generate flora like how they would in vanilla? Or do I need to start a new world?

Mendall, Feb 20th 2024 at 7:47 PM

When this mod lists the wildcraft mods among those it is compatible with, is it referring to the new version called

Herbarium and its parts, or the older version of the same before Herbarium? Does anyone know?

 

Crabb , Feb 20th 2024 at 11:01 AM

Eating error has been figured out by Sheepon, I just need to release a patch for it. There's a fix for fox spawning coming as well.

That list is in case you want to whitelist creatures from unsupported mods. Most people won't need to add anything to it.

Dr_Cummies, Feb 19th 2024 at 2:11 AM

Crabb

I dont quite understand the whitelist thing. I looked into the config folder and found "entityspawnwhitelist" : [ ], does this mean everything is whitelisted or do i have to manually add all creatures from mods into list. If so how, Im currently running an island setting where only boars, foxes, rabbits, wolves, and crabs exist. Im sure its because its an island but wanna make sure before i invest time into the game that im not missing anything?

ChocolateLovely, Feb 15th 2024 at 9:23 PM

Having just upgraded from 1.18.5 to 1.19.3, our server is now throwing the same eating errors.

NAD5, Feb 14th 2024 at 5:47 AM

I'm also getting the same issues with chickens and boars not eating, works fine once this mod is disabled. Otherwise great mod, makes exploring much more fun!

AngryOscar, Feb 12th 2024 at 4:23 AM

Can you add support for outlaw mod?

AzuliBluespots, Feb 11th 2024 at 1:44 AM

Do you have passion fruit trees somewhere in there?

KarmaTheDunce, Feb 3rd 2024 at 1:51 AM

i am also having the animals not eating bug, in the console it says "(x animal) has SeekFoodAndEat task but no Diet specified" only when i have this mod enabled.

Crabb , Feb 2nd 2024 at 4:03 PM

Dov47 I have no idea how that is possible as the mod does not interact with items in any way.

Dov47, Jan 31st 2024 at 10:54 PM

I found a wierd bug, chickens are not able to eat grain with this mod, if I hover over trough with rye in it, it only says "Suitable for Deer, Goat". Chickens won't eat from them, also the 1.19 basket traps with grains will not attract them.

The problem disappears when i turn of biomes mod, no matter if I have no other mods or 30 other mods enabled.

In vanilla, trough with rye displays "Suitable for Deer, Goat, Moose, Chicken, Gazelle, Pig, Bighorn sheep".

Crabb , Jan 27th 2024 at 6:34 PM

Flax can be found in the following:

"atlantic palearctic",
"central palearctic",
"eastern palearctic"

It may be too wet or dry or hot or cold where you are.

Dov47, Jan 26th 2024 at 1:27 PM

Hi, i have a base at around Z = -5500, meaning north from startpoint at 100k blocks setting.
The biome command is showing central palearctic. 
I can't seem to find any flax around, from grains there's only rye.
I even used .debug find flax command but shows up nothing, and there's plenty at Z = 0.
Does it not spawn in central palearctic?

Crabb , Jan 23rd 2024 at 3:04 PM

DarkThoughts

 

Tule should spawn in pacific nearctic and atlantic nearctic. Support for the goats and deer has just been added in 0.6.0 so you would need that version to have them spawn.

East/West distribution does not repeat, only North/South does. Yes this means you'll have to travel a long long way to find new biomes if you leave it at 1 million.

Crabb , Jan 23rd 2024 at 2:58 PM

Updated for 1.19.1 with support for goats and deer

DarkThoughts, Jan 18th 2024 at 1:30 PM

First initial 1.19 testing so far is almost the polar opposite to 1.18 in a way. Not a single cat so far, but I found a couple red foxes, which are the first fotsa dogs I found (including 1.18 tests). Also found some more pigs than before, bunnies still everwhere of course. No bears yet either though. I also have cattails again, everywhere basically. But so far I have not spotted any of the tule & sedge plants, which at least did spawn the sedge plants with the old Wildcraft mod in the same biomes. I think tule would be in the Americas only, which is a bit unfortunate because they'd provide thatch which would've made thatch roofing much less of a grind. The new deer are about as nonexistent as the fotsa mod deer in 1.18 though.

Question though: How does the west / east distribution of the biomes work? If I leave it at a default 1 million blocks, does that mean I'd have to travel hundreds of thousands of blocks to reach certain biomes on that axis too? Or do they repeat itself every certain amount of blocks until it reaches world end?

Edit: Some more hours of testing without Biomes and yeah... Goats, deer, dogs everywhere. Still no cats but I still think something is borked with the animal spawning with this mod enabled. The new plants were my bad as I think the Natural Patches mod needs to be updated for that.

Edit: Found my first 1.19 kitties, finally (without Biomes).

sheepon, Jan 17th 2024 at 11:57 PM

OknadEmod It should be! I tested it out a few weeks ago and the rocks and boulders with new stone types spawn just fine

solarflowers, Jan 17th 2024 at 9:36 PM

Is this mod compatible with geology additions?

Tentharchitect, Jan 17th 2024 at 6:30 PM

I'd say wait for 1.19 :P

Cattails have had their spawning criteria tweaked recently I believe, but I don't know the specifics off the top of my head. Biomes should be working fine in 1.19 from all my testing.

DarkThoughts, Jan 14th 2024 at 5:13 PM

Tentharchitect I just noticed that the Caninae & Pantherinae mod list Biome mod compatibility only with the 1.19 versions. Does that mean I should remove Biomes until 1.19 comes out? I started a test game to avoid the whole creative flight but after a couple days of playing I only spotted 1 feline + heard another one (I think), 0 canines, 1 polar bear in the middle of green plains during early summer at my base when I returned from somewhere else, 1 brown bear, 2 pigs, a bunch of horses, lots of chickens, and a gazillion rabbits.

Also 0 cattails, weirdly enough, which I'm pretty sure should spawn almost everywhere. I am using an increased world height in this world though so maybe that messes spawn behavior up somehow?

Tentharchitect, Jan 10th 2024 at 2:16 AM

I'll look into getting it patched officially, but you can find examples both within this mod and in the FotSA dog and cat mods to use as a reference

DarkThoughts, Jan 9th 2024 at 10:35 PM

Tentharchitect Ah. So flying around in creative at movement speed 3 = basically no FotSA animals because I'm not giving them any time to spawn. If I were to play more naturally and stay in an area I'd see more but probably again less when I go exploring. I guess I could go hunting horses...

How does the whitelist then work? What's the syntax if I wanted to add the aurochs to the atlantic, central and eastern palearctic biomes (afaik that's roughly their distribution on Wikipedia)? They have the Aurochs bull, Aurochs cow and Aurochs calf as far as names in the creative menu go.

Tentharchitect, Jan 9th 2024 at 8:22 PM

So it seems like you've already come to the right conclusion, but yes, the FotSA animals have a strict spawn cap and rare respawn rate that will make them harder to find than the 1.18 animals. This is intentional to keep the world from being flooded by them along side future animal packs, and with the biomes mod enabled it makes the delay between respawns slightly longer since there are fewer members of each spawn pool that could spawn. The rams are bighorn sheep, from the Rocky Mountains in North America, so they don't spawn in Eurasia. With goats coming in 1.19 there will be some other base game options, but the reindeer, roe deer and technically moose can be sources of milk that you can currently use in that bioregion.

All the FotSA mods should work fine with 1.18.15 since they are pretty recent, but only the dogs are fully updated for 1.19, I'm currently in the process of updating the cats and then the deer 

DarkThoughts, Jan 9th 2024 at 3:19 PM

Tentharchitect Central palearctic in my current test world, as I used the standard temperate spawn. I'm sure that should have most of the animals / animal types. I found one cat, not a single deer or dog type so far. Do the spawn changes mean that a lot of those animals just don't spawn until I wait in an area for a while? Or are the spawn chances just way lower than what I'm used to from vanilla VS?

Edit: Thinking about it. I had the deer mod for a while even before adding this mod and I actually don't think I ever saw much of them in my testing. I remember 1 moose, and a couple of small mini deer thingies. Are the FotSA animals just incredibly rare? Or is that some bug? That being said, I still think the vanilla sheep should still spawn?

Edit: Found 1 sow + piglet. Completely forgot that pigs were a thing too...

Edit: Disabled the biomes mod and made another world. Sheep & pigs return, as well unsurprisingly the cows, but all of the FotSA animals had the same issue of being nonexistent, until I sat around for a bit, when suddenly 3 male deer spawned in front of me, followed by a huge pack of lions who spawned in the same exact spot seconds later, also right in front of me. I guess I wait for 1.19 and try again when that's out since the FotSA mods are all several months old by now.

Edit: Hopefully final edit as I had some more thoughts. I remember Kurazarrh in his series & trip to the south having issues getting hyenas to spawn. I also heard that 1.18 spawns way more wolves & bears than it should. So maybe my experiences with FotSA is more related to being a mixture of the modded animals spawning less frequently than I am used to from 1.18 and running into the spawn issues that exists in vanilla already. Meanwhile Biomes removes a lot of animals on top of that, further reducing the spawn pool. Not sure why it would eradicate the rams though as I don't see any other source of milk, especially if it doesn't support the cows from Medieval Expansion yet.

Tentharchitect, Jan 9th 2024 at 2:06 AM

You can use the commands /biome show to see what bioregion you are in, might explain the current wildlife. The deer FotSA are white listed by this mod while the cats and dogs are white listed via patches in their own mods.
I believe in the case of polar distance Crabb was just giving an example, even though there isn't an exact half world length option in that case.

DarkThoughts, Jan 8th 2024 at 11:57 PM

So I wanted to test this mod, expecting not to see the Medieval Expansion aurochses, but all I can find are hares galore, the rare chickens & feverstone horses, and two bears so far. No goats or racoons. I also got the three Fauna of the Stoneage mods installed but couldn't find any animal of them anywhere either. Do I have to manually add all those vanilla and modded animals to the whitelist?

Also, world "height" should be length (Z-axis), as height refers to the ceiling height (Y-axis) of the world. And how do you set the polar distance to exactly 500k when the next best thing is 400k or 800k?

Mossywildviolets, Dec 22nd 2023 at 10:15 PM

Okay thank you

Crabb , Dec 22nd 2023 at 10:02 PM

I don't know, never tried it.

Mossywildviolets, Dec 22nd 2023 at 9:49 PM

Does this work if the climate distrubution is set to patchy?

Crabb , Dec 22nd 2023 at 8:58 PM

0.5.9 Rust Creatures compat added

Crabb , Dec 22nd 2023 at 2:50 PM

0.5.8 brings turkeys for Christmas courtesy of MoreAnimals by Catasteroid

Crabb , Dec 21st 2023 at 11:45 PM

Compatibility with Nerdguins mods added.

Note: This update stops koi, goldfish, and flowerhorns from spawning, and restricts guppies and bettas to the wild form only. This is deliberate and other ways of obtaining those species will likely be added in the future.

BraniyaKz, Dec 21st 2023 at 4:32 AM

More Animals is gonna need to be updated. Turkeys just added.

BraniyaKz, Dec 17th 2023 at 3:00 AM

Crabb - Can you post a link? I'm having trouble finding. I found it. Anyway, I did another pull request to fix feverstone's horse spawning, and also a new file for feverstone horses standalone. Hope it helps. i forgot to sync masters before the pull, though, I hope that doesn't cause any issues.

Crabb , Dec 16th 2023 at 1:52 PM

Nerdguin How did I miss those??? They are super cool. Btw in #mod-development there's a thread for Biomes, please feel free to pop in there, both you and BraniyaKz.

BraniyaKz, Dec 16th 2023 at 4:29 AM

Nerdguin - If Crabb doesn't, I'll work on those next. I'll need a bit more time though as I'm swamped with projects atm.

RealNerdguin, Dec 16th 2023 at 2:30 AM

Hello Crabb! I was wondering if you could make my animal mods compatiable? Thank you and have a good day.

BraniyaKz, Dec 16th 2023 at 2:01 AM

woohoo!

Crabb , Dec 15th 2023 at 10:00 PM

Capreolinae compatibility added thanks to BraniyaKz

Crabb , Dec 15th 2023 at 4:52 PM

Thank you BraniyaKz I'll pass the patch onto Tenth

BraniyaKz, Dec 15th 2023 at 8:46 AM

Crabb - I think I managed to figure out how pull requests work on GitHub, and so I added my patch file for the latest version of Capreolinae.

BraniyaKz, Dec 10th 2023 at 10:33 PM

@Pamela - I've just tested it on 1.18.15 yesterday, seems to work fine. What's happening when you load the mod?

Pamela, Dec 10th 2023 at 2:01 PM

Hide and Fabric isn't working in .net 7.

Crabb , Dec 10th 2023 at 10:25 AM

Sheepon has provided a patch for Hide and Fabric, and also noted that the Feverstone Wilds horses don't seem to spawn, so the patch for that may need some revision. I'll release the Hide and Fabric patch today.

Lack of loot issue resolved on Discord, it is a pre9 vanilla bug not related to Biomes mod. Thanks for the bug report though, always appreciated!

Yelb, Dec 10th 2023 at 9:43 AM

Hello, it seems i don’t get any loot from killed animals like wolves or rabbits. Only the bones after i skin the empty body.

Crabb , Dec 8th 2023 at 9:41 AM

Feverstone Wilds patch added in 0.5.2, thank you Gryfang

Gryfang, Dec 7th 2023 at 7:33 PM

pastefile.com/458csr
I created a json for Feverstone Wilds patch. If anyone can check it and/or suggest changes, that would be great.

Bison/baby
              "atlantic nearctic",
              "pacific nearctic"
cockatrice - all
Dire Wolf/pup
              "atlantic nearctic",
              "atlantic palearctic",
              "central palearctic"
Faunling - all
Horse/foal (Draft/Donkey)
                "atlantic nearctic",
                "pacific nearctic",
                "atlantic palearctic",
                "central palearctic",
                "eastern palearctic"
Horse/foal (Arabian)
                "central palearctic",
Geode Crab  - all
Giraffe
                "pacific palearctic",
                "eastern afrotropic",
                "atlantic afrotropic"
Golem - all 
Ostrich/chick
"pacific palearctic",
                "eastern afrotropic",
                "atlantic afrotropic"
Scorpion - all 
Spider - all 
Toad - all 
 
Buromenfish
              "atlantic nearctic",
              "pacific nearctic",
              "oceania"
Orca - all 
Sharks - all 
Stingray - all 
Gryfang, Dec 7th 2023 at 6:35 PM

Feverstone Wilds compat?

Crabb , Dec 7th 2023 at 4:27 PM

Rivers mod compatibility added, a new optional config file format, a lot of code re-written to be easier to maintain, some mushroom bugs fixed, and a new debug option in modconfig

Crabb , Dec 7th 2023 at 3:17 PM

BraniyaKz

No problem, Github will wait for you :)

Tenth says he hasn't got around to that mod yet due to the complexities of it being merged into the game.

BraniyaKz, Dec 7th 2023 at 11:12 AM

@Crabb - I have my hands a bit full at the moment, but I will proceed with the patching asap.

Crabb , Dec 7th 2023 at 9:02 AM

BraniyaKz

I can't see any compatibility with Capreolinae. I've followed up with TenthArchitect to see what he wants to do with it. He might be holding off due some of those animals being put into vanilla in 1.19.

Crabb , Dec 7th 2023 at 7:52 AM

BraniyaKz


Capreolinae compatibility should be supported on that mods side, I must have just missed adding it to the list because it's not done in this mod. I'll double-check it's working properly as I'm using it my current playthrough.

If you are able to send a PR for the other two mods to the Github linked in the Source tab above, I'll merge it and credit you.This mod is already 10% code and 90% config+patches, which is not a bad thing at all.

I've started compatibility for the Rivers mod, just need to find the time and energy to do a full regression test on it as that actually is a code change and a good excuse for a tidy-up.

BraniyaKz, Dec 6th 2023 at 8:55 AM

@Crabb - Any chance of future inclusion of the Capreolinae mod in the near future? Tis the only thing holding me back from using this mod for a full playthrough. I was half-expecting your mod to have the same compatability scope as Tentharchitect's mod series. I just love playing with those mods installed. Also using Hide and Fabric and Farm to Table in my playthrough, and was wondering about compatability with those. If you don't plan on it, at least in the near future, I'll make a patch file and upload it as part of one of my upcoming mods, "Compatmaster", which is esentially just a pile of compatability patches between different mods that makes sense. Please let me know if that's ok.

isaydefy, Dec 3rd 2023 at 10:27 PM

Oh okay! that's what I was wondering! thank you. 

Crabb , Dec 3rd 2023 at 8:54 PM

If you check out the map in the screenshot, you can see the general layout. So for Pacific Nearctic you just need to run west. All those biomes will automatically be created roughly in the shape of the layout on the map.

isaydefy, Dec 3rd 2023 at 6:16 PM

I don't know if I've missed a readme somewhere, but is there anyway I can control which biome I spawn, or how to get to a biome? if I want to play in Pacific Nearctic will I run into it naturally if the world is created with the mod installed, or do I need to add it with the commands? Sorry for the possibly dumb questions. 

 

bbushh, Nov 30th 2023 at 3:38 AM

Sounds good....thanks again.

Crabb , Nov 29th 2023 at 6:21 PM

I just found out that more sheep species are coming in 1.19 and they will be available in more biomes, which will help a lot with dairy. I'm also struggling with it in my server right now, we had a big discussion about it, but if 1.19 will fix it, then I'd rather just wait for that.

bbushh, Nov 29th 2023 at 6:11 PM

Thanks for the reply....Hemisphere, North Realms, Atlantic Palearctic....horrible long winters which my wife hated...I thought it was fun and challenging.

 

Crabb , Nov 29th 2023 at 5:53 PM

bbushh Can you check which biome you are in by typing /biome show

Sheep will spawn in Pacific Nearctic. Chickens will spawn in any of "atlantic palearctic", "central palearctic", "eastern palearctic", "pacific palearctic"

Chickens are spawning for me in my current game. I havent seen sheep but then I havent been to that biome in this run.

bbushh, Nov 29th 2023 at 5:36 AM

Great mod...but no chickens or sheep....I mistakenly thought they were implemented but I reckon I'm wrong...is there a way to enable them?...thanks in advance.

 

Pander_, Nov 25th 2023 at 10:50 PM

I love this mod, thanks for all the hard work!

Crabb , Nov 25th 2023 at 11:35 AM

0.4.5 fixes the Primitive Survival patches

Crabb , Nov 23rd 2023 at 6:26 PM

0.4.4 just adds a toggle tag for use by other modders, most users don't care about this update.

Crabb , Nov 17th 2023 at 9:30 AM

0.4.3 stops the log spam if you happen to install the Biomes mod after worldgen. This still isn't the recommended way to use the mod, but it helps if you switch back and forth between old and new worlds in singleplayer, for example. Biomes will take effect on new chunks.

Crabb , Nov 12th 2023 at 1:45 PM

I expect so, yes. I don't know much about the other new modules.

Pamela, Nov 12th 2023 at 1:23 PM

So, will you be adjusting this mod for the "new" Wildcraft modules?  Fruit & Nuts are already listed, but Wildcraft - the original and Wildcraft Trees will become obsolete when the new modules are released.

Crabb , Nov 11th 2023 at 2:36 PM

Added full Primitive Survival support, even though it throws a lot of errors on startup for me.

I've realised it is actually a requirement to generate a new world to use this mod if you didnt have the mod installed when you made the world. It's not a requirement if you're upgrading from an older version of Biomes to a newer one, unless you're missing something critical like sticks or stones due to a bug in an older release.

Crabb , Nov 11th 2023 at 10:34 AM

Pamela I did some more testing on the pole-equator distance and it seems if you set it to be very small, you can actually cycle through poles/equators as you travel north and south. I use the vanilla Calendar functionality to determine if you're in the north or south hemisphere realms, so from my testing, the biomes do cycle correctly as well.

Crabb , Nov 11th 2023 at 10:15 AM

Lyndomen 0.4.0 should fix it, please let me know if you have any problems with it

Crabb , Nov 11th 2023 at 8:30 AM

Pamela if More Crops is fixed I will add it

Crabb , Nov 11th 2023 at 8:27 AM

Lyndomen definitely not intentional, that's game breaking. I will investigate.

Lyndomen, Nov 11th 2023 at 4:23 AM

Hello,
It appears that there are no sticks generated on worlds with this mod. Is this intentional?

Pamela, Nov 10th 2023 at 8:17 PM

Can you add More Crops?  I know it's not working exactly right at this time, but I would like to have it anyway.

Crabb , Nov 10th 2023 at 6:03 PM

dannyb3001 I haven't tried it but it should be.

Crabb , Nov 10th 2023 at 6:02 PM

@Pamela You can select your climate as usual and pole to equator distance however you like. I don't touch the spawn points.

dannyb3001, Nov 10th 2023 at 5:11 PM

Is this mod compatible with Plains and Valleys?

Pamela, Nov 10th 2023 at 4:59 PM

So, if you select a warm climate on the customize screen, will you just spawn into a warmer climate like normal?  I have my pole to equator distance set to 25K in a "normal" world.  I wanted to travel shorter distances to get to other biomes.  Will this work or do I need to change it as noted above?

Crabb , Nov 10th 2023 at 7:14 AM

0.3.6 adds an important bugfix for loose stone spawning

Crabb , Nov 7th 2023 at 10:01 AM

Asian Monitor Lizards and Wildcraft mod support added, plus improvement of vanilla trees and fruittrees

Crabb , Nov 5th 2023 at 5:54 PM

HONKCLUWNE you are a hero, thank you! You can send a pull request to the GitHub if you have Git, or you can send it to me on the official Discord - EightTonnesOfCrab. Or just pastebin it and link it here. Whatever works for you.

We do have a Biomes thread in the mod-development channel if Discord is your thing. You're welcome to join there.

HONKCLUWNE, Nov 5th 2023 at 5:47 PM

Okay, I'm a bit more than halfway done doing config for wildcraft, tried my best based on native ranges for the plants. I'm not sure if I got the syntax and formatting 100% right, I based it on the biomes.json in the mods files. Where should I send it when I'm done.

Crabb , Nov 5th 2023 at 8:38 AM

We do have the new Fruit and Trees modules config already. If you felt like doing the config for the old Wildcraft,  I'd definitely add it to Biomes.

Crabb , Nov 5th 2023 at 8:35 AM

HONKCLUWNE I think we're all slightly burnt out on adding configs, I'd guess we have a few thousand lines of hand-created config at this point. It's something we could add in the future.

HONKCLUWNE, Nov 5th 2023 at 8:27 AM

Any plans to support wildcraft? I know wildcraft is getting new modules to replace the original, but it would be nice to be able to use old wildcraft in the meantime.

Crabb , Nov 3rd 2023 at 8:33 PM

Changing animal drops and resin drops will not affect this mod. All mods in the list are completely optional. It's perfectly fine to use just this one mod by itself or any combination of those mods. Vanilla flora and fauna are compatible and the first priority. The vast majority of mods for this game will not affect or be affected by Biomes and should work normally. Even Worldgen mods that change things like terrain generation should be fine.

The only mods that I know will cause issues are the Bioregion mods, because they try to do something similar to this mod but without using code, only JSON patches. The Bioregion mods force the entire world to be one region, while this mod allows all the regions in one world. That's why they conflict. It's possible that some mods that change drifter spawns might conflict but I don't know for sure until someone tells me about them.

Pamela, Nov 3rd 2023 at 6:10 PM

Actually, I didn't change the spawn rate of trees, just the amount of resin they produce.

Also, I don't use the majority of the mods listed.  Will that affect my game if I use this mod?

Crabb , Nov 3rd 2023 at 10:17 AM

New update 0.3.1 has important fixes for story entities and fir trees.

Crabb , Nov 2nd 2023 at 7:35 PM

Drops from animals shouldn't matter. Spawn rates of trees sounds like it could potentially clash. How does it work?

Pamela, Nov 2nd 2023 at 7:21 PM

Also, I use a mod that I made to change the spawning rate of trees, the drops from animals, etc.  Will that mod affect this one?

Pamela, Nov 2nd 2023 at 7:13 PM

It is actually NOT working right now, but Catasteroid is supposedly working on it....I believe it is a .net 7 issue.

Crabb , Nov 2nd 2023 at 12:06 PM

@Pamela Looks like its only three species of pheasant, so I'll try and get that into the next release.

HONKCLUWNE, Nov 2nd 2023 at 3:28 AM

@Crabb Awesome, I always love seeing config files in mods so I can tweak them how I like without making a whole new mod.

Crabb , Nov 1st 2023 at 2:30 PM

Pamela That mod seems to have a lot of crashes being reported due to the nests that it adds. However I don't mind adding compatibility if someone can provide me with a patch file. I've pinged Catasteroid on Discord to talk about it.

Pamela, Nov 1st 2023 at 12:59 PM

What about More Animals?

Crabb , Nov 1st 2023 at 11:43 AM

HONKCLUWNE I've added a whitelist to AppData\Roaming\VintagestoryData\ModConfig\biomes.json for the next release. You can add whatever you want in there on your server, or just on your own machine if you play single player.

Crabb , Nov 1st 2023 at 11:13 AM

Right now, no they will not. You or the fantasy mod creator would need to add a config/biomes.json inside their mod that whitelisted their creature, or they could add a biorealm attribute to their creatures if they preferred. Or you could make a very small patch mod that adds the necessary info. Please consider sending it to me to add if you make a patch.

I'm considering changing the default to allow uncategorised creatures to spawn, exactly because of this reason. Another option would be a per-server config file but I feel like thats going to be putting a lot of work on people who just want to play the game. Maybe server admins are ok with this as an option.

HONKCLUWNE, Nov 1st 2023 at 10:30 AM

If you play with creature mods that aren't currently whitelisted such as fantasy creatures will they still spawn? Is there a way to manually add creatures to the whitelist?

Crabb , Oct 30th 2023 at 9:42 PM

Yes, I'm working directly with TenthArchitect and Hieronymous on compatibility for their mods. Tenth is pretty busy at the moment so it might take a little while but we want to have as many mods to be compatible as possible. I want to reach out to authors of other mods with flora and fauna too, so if you're reading this and you own a mod like that, please send me a patch or get in contact. There's a Biomes thread under the mod-development channel in the official Discord.

Cydeadhunter, Oct 30th 2023 at 9:35 PM

do you plant to add compatability for third architects flora zone mods?

TheNiteFox, Oct 30th 2023 at 9:30 PM

I am so looking forward to trying this mod out!