Mods / Floral Zones: Cape Region
- Tags:
- Authors:
- Tentharchitect, Flish
- Side:
- Both
- Created:
- Sep 22nd 2023 at 6:23 PM
- Last modified:
- 6 days ago
- Downloads:
- 100951
-
Latest release (for Vintage Story 1.22.3, potentially outdated):
FloralZonesCapeRegion-v1.0.31.zip 1-click install
This mod adds plants from the Cape floristic region, filling out the roster of warm temperate and subtropical plants.
This mod includes:
| Common Name | Scientific name | Size | Temperature | Precipitation | Fertility | Forest | Altitude | Additional spawn conditions | Resources |
| Elands sourfig | Carpobrotus acinaciformis | .5m H | 14-16 | 31-50% | 0-0.3 | 0-0.35 | 0-0.5 | Fruit | |
| Jackal Food | Hydnora africana | 8 cm D | - | - | - | - | - | Spawns w/ Yellow Milk Bush | Fruit, Tannin |
| Cape wild banana | Strelitzia alba | 10m H | 14-16 | 51-55% | 0-0.1 | Near Water, On Surface Plus Under Trees | Fruit | ||
| Climbing Asparagus Fern | Asparagus scandens | 2 m H | 14-17 | 60-88% | 0-0.8 | 0-0.6 | On Surface Plus Under Trees | ||
| Belladona Lily | Amaryllis belladonna | 0.6-0.9 m H | 14-18 | 30-58% | 0-0.5 | 0-0.3 | 0-0.4 | ||
| Early Blue Disa | Disa purpurescens | 20-25 cm H | 14-16 | 39-57% | 0-0.06 | ||||
| King Sundew | Drosera regia | 61 cm H | 12-16 | 53-62% | 0-0.6 | 0-0.35 | 0.1-0.28 | ||
| Stream Golden-Reed | Elegia fenestrata | 1.5-2 m H | 14-18 | 27-58% | 0-1 | 0-0.35 | 0-0.03 | Near Water | |
| Rhinoceros bush | Elytropappus rhinocerotis | 1-2m H | 12-18 | 30-58% | 0.3-0.7 | 0-0.35 | 0-.4 | ||
| Blood Heath | Erica cruenta | 1.2m H | 14-16 | 30-58% | 0-0.4 | 0-0.35 | 0.-.4 | ||
| Honey Heath | Erica ericoides | .5 m H | 14-17 | 30-58% | 0-0.4 | ||||
| Cape Snow Bush | Eriocephalus africanus | .6-1 m H | 14-19 | 25-65% | 0-0.6 | ||||
| Yellow Milk Bush | Euphorbia mauritanica | 1m H | 14-20 | 30-58% | 0-0.3 | 0-0.6 | |||
| Wine Cup | Geissorhiza radians | 8-16cm H | 14-16 | 26-50% | 0-0.4 | 0-0.1 | 0-0.5 | Near Water | |
| Common Sunshine Conebush | Leucadendron salignum | 2 m H | 14-18 | 30-58% | 0-0.3 | 0-0.6 | |||
| Golden Metalasia | Metalasia aurea | 0.8-1.2 m H | 14-18 | 25-48% | 0-0.7 | 0-0.35 | 0-0.05 | ||
| Fringed Pagoda | Mimetes fimbriifolius | 2.5-5m H | 14-16 | 34-100% | 0-0.4 | 0-0.45 | 0-0.3 | ||
| King protea | Protea cynaroides | .5-2m H | 14-18 | 30-58% | 0-0.4 | 0-0.35 | 0-0.4 | ||
| Northern Dewstick | Roridula dentata | 1.5-2 m H | 10-16 | 20-54% | 0.28-0.6 | Near Water | |||
| Matchstick Spiderhead | Serruria zeyheri | .5 m H | 10-16 | 25-54% | 0.2-0.4 | ||||
| Haregrass | Tribolium uniolae | .1-.7 m H | 14-18 | 25-60% | 0-1 | 0-0.35 | 0-0.3 | ||
| White Arum Lily | Zantedeschia aethiopica | .6-1 m H | 12-18 | 30-100% | 0-0.6 | Near Water | |||
| Fynbos Aloe | Aloe succotrina | 1-2 m H | 14-18 | 50-54% | 0-0.28 | Vegetable, Poultice | |||
| Cape-pondweed | Aponogeton distachyos | 1m H | 14-18 | 60-64% | 0-0.1 | In Water | |||
| Common yellowwood | Afrocarpus falcatus | 25-60m H, 1-3m D | 12-16 | 50-77% | 0-0.6 (0.77) | Wood, seeds, tannin, resin | |||
| Bladdernut | Diospyros whyteana | 6 m H | 12-18 | 52-77% | 0-1 | 0.6-0.8 | 0-0.63 (0.67) | Fruit, Firewood | |
| Silver tree | Leucadendron argenteum | 5-16m H | 14-18 | 40-100% | 0-0.3 (0.4) | Fire wood | |||
| Black Stinkwood | Ocotea bullata | 20-30 m H | 12-16 | 50-77% | 0-1 | 0.5-1 | 0-0.6 (0.73) | Wood, Seeds | |
| Candlewood | Pterocelastrus tricuspidatus | 4-10m H | 14-18 | 50-100% | 0-0.5 (0.52) | Fire wood, seeds | |||
| Karee | Searsia lancea | 6-9 m H | 14-20 | 35-64% | 0-0.6 (0.64) | Wood, Seeds |
Biomes: This mod adds plant life to the Atlantic Afrotropic and Eastern Afrotropic Realms
Fields of Salt: Adds wood product blocks and recipes from FZ wood types
Oils! (Patched): Adds wood product blocks and recipes from FZ wood types
Posts and Beams: Adds wood product blocks and recipes from FZ wood types
Wildcraft: Adds storage flags used by Wildcraft bags so FZ content can be added to WC bags
Features:
The plants in this mod primarily spawn between 40 and 30 degrees latitude in a normal world climate.
Links:
https://ko-fi.com/tentharchitect
And a big thanks to everyone who gave feedback and assistance!
All Rights Reserved. Please contact me if you are interested in making work derived from mine.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.31 | floralzonescaperegion | 549 | 6 days ago | FloralZonesCapeRegion-v1.0.31.zip | 1-click install | ||
|
Fixed-Crash with viewing sticks in handbook | |||||||
| 1.0.30 | floralzonescaperegion | 171 | Jul 13th at 4:32 PM | FloralZonesCapeRegion-v1.0.30.zip | 1-click install | ||
|
Readded-Wooden shields | |||||||
| 1.0.29 | floralzonescaperegion | 117 | Jul 12th at 10:26 PM | FloralZonesCapeRegion-v1.0.29.zip | 1-click install | ||
|
Added-Cabinet block and recipe | |||||||
| 1.0.28 | floralzonescaperegion | 25537 | Nov 23rd 2025 at 9:37 PM | FloralZonesCapeRegion-v1.0.28.zip | 1-click install | ||
|
Added-Useful Trader Compatibility (Thanks Droseran!) Updated-Russian Translation (Thanks Nikuksis!) Fixed-Fences unable to be placed in sailboats | |||||||
| 1.0.27 | floralzonescaperegion | 2858 | Nov 5th 2025 at 9:20 PM | FloralZonesCapeRegion-v1.0.27.zip | 1-click install | ||
|
Fixed-Crash caused when using Vanillia Variants, Wildcraft and the Vanilla Variant's Wildcraft patch mods together (Thanks Droseran) | |||||||
| 1.0.26 | floralzonescaperegion | 594 | Nov 3rd 2025 at 4:46 PM | FloralZonesCapeRegion-v1.0.26.zip | 1-click install | ||
|
Added-Oils! (Patched) Compatibility (Thanks Droseran) Added-Posts and Beams Compatibility (Thanks Droseran) | |||||||
| 1.0.25 | floralzonescaperegion | 2905 | Oct 26th 2025 at 1:37 AM | FloralZonesCapeRegion-v1.0.25.zip | 1-click install | ||
|
Added-Custom berry bush class to stop them from being pruned (Thanks Ape!) | |||||||
| 1.0.24 | floralzonescaperegion | 12028 | Sep 26th 2025 at 4:15 PM | FloralZonesCapeRegion-v1.0.24.zip | 1-click install | ||
|
| |||||||
| 1.0.23 | floralzonescaperegion | 8337 | Aug 31st 2025 at 3:23 PM | FloralZonesCapeRegion-v1.0.23.zip | 1-click install | ||
|
Added-Figure heads | |||||||
| 1.0.22 | floralzonescaperegion | 15523 | May 15th 2025 at 7:33 PM | FloralZonesCapeRegion-v1.0.22.zip | 1-click install | ||
|
Added-Eland sourfigs can be added directly to troughs | |||||||
| 1.0.21 | floralzonescaperegion | 932 | May 12th 2025 at 4:02 PM | FloralZonesCapeRegion-v1.0.21.zip | 1-click install | ||
|
Added-Wooden path recipe | |||||||
| 1.0.20 | floralzonescaperegion | 832 | May 7th 2025 at 10:10 PM | FloralZonesCapeRegion-v1.0.20.zip | 1-click install | ||
|
Added-Wildcraft basket compatibility | |||||||
| 1.0.19 | floralzonescaperegion | 611 | May 3rd 2025 at 4:35 PM | FloralZonesCapeRegion-v1.0.19.zip | 1-click install | ||
|
Fixed-Woodclub recipe crash | |||||||
| 1.0.18 | floralzonescaperegion | 240 | May 2nd 2025 at 3:20 PM | FloralZonesCapeRegion-v1.0.18.zip | 1-click install | ||
|
Fixed-Pan recipe crash | |||||||
| 1.0.17 | floralzonescaperegion | 478 | Apr 29th 2025 at 3:16 PM | FloralZonesCapeRegion-v1.0.17.zip | 1-click install | ||
|
Added-Amaryllis belladonna, the Belladonna lily | |||||||
| 1.0.16 | floralzonescaperegion | 3228 | Apr 4th 2025 at 9:17 PM | FloralZonesCapeRegion-v1.0.16.zip | 1-click install | ||
|
Fixed-Long standing rendering bug, plants no longer fade to white at a distance | |||||||
| 1.0.15 | floralzonescaperegion | 2090 | Mar 21st 2025 at 9:09 PM | FloralZonesCapeRegion-v1.0.15.zip | 1-click install | ||
|
Fixed-Antler Mount recipes | |||||||
| 1.0.14 | floralzonescaperegion | 6720 | Jan 28th 2025 at 7:57 PM | FloralZonesCapeRegion-v1.0.14.zip | 1-click install | ||
|
Added-Bucket recipe with rope | |||||||
| 1.0.13 | floralzonescaperegion | 3978 | Dec 12th 2024 at 7:27 PM | FloralZonesCapeRegion-v1.0.13.zip | 1-click install | ||
|
Added-Quarter logs for Yellowwood, Karee, Silver Tree and Candlewood | |||||||
| 1.0.12 | floralzonescaperegion | 1163 | Dec 5th 2024 at 5:12 PM | FloralZonesCapeRegion-v1.0.12.zip | 1-click install | ||
|
Refactored-fixed for 1.20's new formats | |||||||
| 1.0.11 | floralzonescaperegion | 2068 | Sep 17th 2024 at 4:45 PM | FloralZonesCapeRegion-v1.0.11.zip | 1-click install | ||
|
Fixed- Karee sapling not growing | |||||||
| 1.0.10 | floralzonescaperegion | 2625 | Jun 11th 2024 at 2:35 PM | FloralZonesCapeRegion-v1.0.10.zip | 1-click install | ||
|
Fixed-Russian translation of sourfigs and their jam | |||||||
| 1.0.9 | floralzonescaperegion | 896 | May 17th 2024 at 1:43 AM | FloralZonesCapeRegion-v1.0.9.zip | 1-click install | ||
|
Added-Russian translation, thanks Nikuksis! | |||||||
| 1.0.8 | floralzonescaperegion | 603 | May 9th 2024 at 3:38 PM | FloralZonesCapeRegion-v1.0.8.zip | 1-click install | ||
|
Fixed-Bowstaff recipe | |||||||
| 1.0.7 | floralzonescaperegion | 581 | Apr 26th 2024 at 5:18 PM | FloralZonesCapeRegion-v1.0.7.zip | 1-click install | ||
|
Major Refactor-You will be prompted to remap blocks on launch, for best results, reduce view distance to minimum while away from any trees this pack includes. There is a bug in remapping where plants at the edge of render radius sometimes aren't properly remapped. Backing up your save prior to updating is recommended. | |||||||
| 1.0.6 | floralzonescaperegion | 1563 | Feb 20th 2024 at 4:08 PM | FloralZonesCapeRegion-v1.0.6.zip | 1-click install | ||
|
Fixed-3rd person scaling and positions of fruit | |||||||
| 1.0.5 | floralzonescaperegion | 729 | Jan 17th 2024 at 10:32 PM | FloralZonesCapeRegion-v1.0.5.zip | 1-click install | ||
|
Fixed-Candlewood generator bug causing infinite error logs leading chunks to stop generating | |||||||
| 1.0.4 | floralzonescaperegion | 933 | Nov 29th 2023 at 7:22 PM | FloralZonesCapeRegion-v1.0.4.zip | 1-click install | ||
|
Fixed- Honey Heath causing crashes when placed in flower pot | |||||||
| 1.0.3 | floralzonescaperegion | 776 | Oct 31st 2023 at 6:13 PM | FloralZonesCapeRegion-v1.0.3.zip | 1-click install | ||
|
Compatibility files with Biomes mod | |||||||
| 1.0.2 | floralzonescaperegion | 420 | Oct 18th 2023 at 6:23 PM | FloralZonesCapeRegion-v1.0.2.zip | 1-click install | ||
|
Added- Missing recipes for Yellowwood and Karee wood | |||||||
| 1.0.1 | floralzonescaperegion | 477 | Sep 24th 2023 at 5:45 PM | FloralZonesCapeRegion-v1.0.1.zip | 1-click install | ||
|
Tweak- spoil times for the sourfig, cape banana and jackal food. Made them more in line with irl spoil times | |||||||
| 1.0.0 | floralzonescaperegion | 389 | Sep 22nd 2023 at 6:50 PM | FloralZonesCapeRegion-v1.0.0.zip | 1-click install | ||
|
Launch | |||||||









so I encountered a bug that when viewing the boards of any of the modded wood types in the hand book it'll crash the game, did some testing with just this mod installed to make sure it wasn't a mod compatibility issue from another mod not registering it as a valid wood type
but still crashes reguardless so appears to be just this mod causing issues. I assume the new cabinets/ladders and other wood items haven't been updated with the new wood types and it's causing it to crash?
It has to be a massive undertaking to retexture all the berry bushes and give them inheritable traits and configure its fertilizer use, I have much respect for you
There is a loss of texture in the pot's meal when you use Bladdernut, especially if you only use Bladdernut to make jam.
Tentharchitect thanks for updating this nice series of mod.
I got a crash with 1.0.30 on VS 1.22.3 while looking at the handbook for a branch and got:
Tentharchitect thanks a lot :-)
thank you for the update, Im sure many of the name are not appropriate for a younger audience and I appreciate that!
Any way we could get expanded foods compat?
please please please make this series compatible with ecosystem flora!
It's already compatible. It's listed as such under the Ecosystem mod.
my fault g, thank you
can you provide settings for spread system: sapling: false for ecosystem - flora mod support?
'ItemWearable' class is obsolete, the fix is to delete the class completely and replace it with
behaviors: [{ name: "Wearable" }],
28.6.2026 20:33:49 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for floralzonescaperegion:clothes-neck-pterocelastrustricuspidatus-seed-amulet instead
28.6.2026 20:33:49 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for floralzonescaperegion:clothes-neck-ocoteabullata-seed-amulet instead
28.6.2026 20:33:49 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for floralzonescaperegion:clothes-neck-leucadendronargenteum-seed-amulet instead
28.6.2026 20:33:49 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for floralzonescaperegion:clothes-neck-diospyroswhyteana-seed-amulet instead
28.6.2026 20:33:49 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for floralzonescaperegion:clothes-neck-afrocarpusfalcatus-seed-amulet instead
I use all the floral zone MODs in my MODPACK, recently I would like to update from 1.21 to 1.22, will the MODs be updated?
As a south african, I've never clicked a mod this fast
As i am from Cape Town, this mod has just officially made my day. My only regret is that there is no Rooibos option for tea.
Thanks for the heads up, I'll add that to the bug list fudgiepie
Glad you're enjoying it WoozleSniffer!
Just a headsup that the Stinkwood crate is showing a missing texture. Saw someone mention the open crates but the one below is closed:
Omg this is so great as a south african☺️
So I have a theory on that. Early on we were having lag spikes with yellow wood and discovered that if a tree's branches went over 16 blocks away from the trunk's starting position there would be calculation errors with how the forest floor is generated and would endlessly cause lag inducing errors as long as they were loaded in. We've since reduced their max size, but I suspect they can still rarely have branches that exceed that limit and cause that issue. I'll talk it over with Flish and see if he can remake the tree gen shape to remove the chance of that occuring Gleipnyr
Tentharchitect
Hello, after a few removals, it appears this mod causes HUGE fps drops, I can be mistaken- but it seem like the tree " Yellowwood " is the issue, I removed the mod ( leaving ? white blocs of course, instead of those trees ), now everything's fine
Thanks, still waiting on the person who submitted the AT patch Mairujyat
Hey, just updated to Ancient Tools 1.6.0-pre.1, it runs into some issues with compatibility for a few of the Floral Zones mods currently, just a heads up!
1.6.2025 14:18:33 [Error] Patch 1 (target: ancienttools:blocktypes/directionalresin.json) in floralzonescaperegion:patches/compatibility/ancienttools/patches/directionalresin.json failed because supplied path /drops is invalid: The json path /drops was not found. No such element 'drops' at the root path
1.6.2025 14:18:34 [Error] Patch 1 (target: ancienttools:blocktypes/directionalresin.json) in floralzonescentralaustralianregion:patches/compatibility/ancienttools/patches/directionalresin.json failed because supplied path /drops is invalid: The json path /drops was not found. No such element 'drops' at the root path
1.6.2025 14:18:34 [Error] Patch 1 (target: ancienttools:blocktypes/directionalresin.json) in floralzonesneozeylandicregion:patches/compatibility/ancienttools/patches/directionalresin.json failed because supplied path /drops is invalid: The json path /drops was not found. No such element 'drops' at the root path
Thank you
We plan to at some point when we do our Usambara-Zululand region pack! We're currently doing the remaining 7 Eurasian packs and then will decide which continent to work on next DilanRona
Would you be able to cover some of the flora in Kwa-Zulu Natal in your mod, please?
Thanks Vigilance! I imagine there will be reasons to use Wildcraft over Floral Zones, but we are getting to a comprable amount of content. In another FZ pack or two I expect this will be the bigger series by species count
Dang, I've been on a roll recently of catching crashes right after they get patched, I had just come to complain about the club crash but it got fixed so quick!
Looking forward to the day I can comfortably completely replace Wildcraft with the Tentharchitect suite!
Annnnd that's the other recipe that requires that format, update coming momentarily.
Glad you are all enjoying this series!
https://pastebin.com/W56WUWs6
Game crash when clicking on the Wooden Club in the Handbook
Thanks for the quick fix! I'm really enjoying this series of mods along with the Fauna of the Stone Age mods :)
Thank you for covering some of the South African flora in your mod. I really appreciate it.
Sorry about that, the pan recipe requires a unique format and I over wrote it when pasting the stinkwood into all the recipes. Should work now, let me know if any more issues pop up!
I'm having the same issue as the last two posters when looking at the wooden pan recipe.
"System.ArgumentException: Attempted to resolve the recipe ingredient wildcard Block floralzonescaperegion:log-placed-* but there are no such items/blocks!"
Can confirm, had the same issue as StretchyMasa where opening the wooden pan recipe in the handbook causes a crash.
Error log below:
https://pastebin.com/b2nz7p7a
There's an issue that causes a game crash whenever opening the "wooden pan" recipe. Only happens when this mod is active.
Error log below for your perusal.
https://pastebin.com/h3FfXWHs
Oh, and as a side note, I'm really enjoying all your mods; they're part of my staple mods for VS. Keep up the awesome work!
Tentharchitect
I'm pretty sure i've figured out what the directionalresin error is caused by.
Three of the Floral Zones mods contain the same patch to remove that array from Ancient Tools json file. Specifically the drops array.
It's the cape region mod, neozeylandic region and the central australian region one.
It throws the error twice because the cape region mod already removed it it now the other two can't target it anymore since it doesn't exist anymore.
Shouldn't be harmful but it does throw some ugly errors.
Maybe you can use some reverse dependecy checks to see if the patch needs to applied or not
Thanks for the bug reports
BUG: common yellowwood and karee leaves don't decay when cut. also growth is abit too low for most of the trees
opened crates have the question mark texture on the interior sides for all trees in Floral zones
The biomes mod just distributes the spawns between 12 different regions, it doesn't add content. There is not a single pack, as it would exceed the mod DB's file size limit. However, mod packs are on the road map of Vintage Story and once that is out I'll bundle the Floral Zone series and the Fauna of the Stone Age series into two mod packs, so folks with computers that can handle the whole roster will only need to worry about managing those two. Gwerkcules
Love all your mods, is there a pack to have all of them including animals and plants? Don't like having like 40 mods that ill have to update seperately but would be cool to have all of them in 1 mega pack :) Or is that just the biomes mod?
Yeah I'm not sure what the cause is. It might be that Primitive survival made a compatibility patch at one point that is now broken due to us refactoring rafts.
getting these errors, gonna report to the primitive mod too as not sure which side is causeing it
https://pastebin.com/R1YNMVfT
It should be safe to install on existing worlds, and yes the plants will only appear in new chunks
Just wanted to check, if this is installed into an existing world, would the mod's items start appears in areas that were unexplored yet? Or would it break the world? If no one knows that's alright, just wanted to check.
Wanted to install some of your floral zone mods along with animal mods into my 1.19.8 server :)
Just a heads up not compatible with 1.20 (for people that wanna try, obv. the mod description says 1.19). Amazing mods tho, all props to the team!
I have noticed that whenever I cut down the yellowwood tree a lot of the leaves get left behind, making for an unsightly vista of floating leaf islands that I then have to risk burning half the world or use myriad shears to get rid of. Any way to fix that issue?
Thanks for reporting that Hexis! Just got that fixed.
Glad to hear you're all enjoying this mod series, I believe our Circumboreal roster is already locked in but I'll put a note about twinflower in case we switch things around down the line.
hei, we can't get the Karee trees to grow. they sprout into saplings, and get to "will mature in less than a day" and never fully grow. this has been tested by several people, on different grounds, in different climates. yellowwood still grows, however.
otherwise, the server loves the floral zones mods, and the massive variety it gives our landscape. its absolutely gorgeous to walk through forests in these climates, and fun to see which plants we'll come across.
on another note, i was wondering if in one of your mods, (not sure which it would apply to tbh) could add linnaea borealis (twinflower) ? it's a small pink flower that grows up in the mountains. it holds meaning, and with how inspiring your mods are, seeing it in one would be beyond epic.
I think the majority of our plants so far won't spawn on the max heat near the tropics. We use irl temperature ranges and at max temp range the hot world generates a world far hotter than our. Some Caribbean plants and Australian outback plants will still spawn but I believe that is it. Your best results would be a normal temp world with a hot start.
Pretty sure the hot start makes a good portion of the world over 40 degrees centigrade
I'm doing a hot world and really wanted to add all of your floral zone mods (i see this one is for normal climate but decided to get it anyway) to my world for some variety. I'm trying to add it mid-game and I've had no luck. I saw you said to someone else it should work just in new chunks but I'm not seeing anything. I'm not sure what is wrong.
edit: just for confirmation, the mod is IN the game. If I use the handbook I can see everything, I just don't see it out and about the world.
Thanks for the heads up, will fix that soon!
I mismatched "item-fruit-carpobrotusacinaciformis", and "carpobrotusacinaciformis-jam", in translation. sorry about it :)
Please consider swap them if you update the mod next time. Thanks!
Thank you so much for saying that, it's really motivating to know folks are enjoying the fruits of my labor! I hope to keep bringing life to new parts of the Vintage Story world.
As for the bug, that's an unfortunate edge case in our refactor of this and soon to be the Caribbean mod. Whenever there is a major game update that requires a restart we'll switch it to a more optimal set up, but the occasional floating leaf block was the current trade off we had to make to ensure this mod and the Caribbean will work with older files. All the Floral Zone mods from the Central Australian on shouldn't have this issue though
Folks, the screenshots on the Flora Zone series don't do the mods justice. The models look amazing in game, and when combined with something like Wildcraft, the amount of floral diversity is outstanding. Seriously, everything Tentharchitect has made here is so gorgeous and makes the world so much more fun and lively to explore. I don't even care that compatibility with other popular mods is on the back burner. It's just so darn pretty!
Slight bug report, as well: I noticed that after cutting down some Karee trees, their leaves did not despawn and remained floating in the air above where the trunks used to be.
Thank you for making an amazing content Tentharchitect! :)
Hey there, another beautiful flower that can be added is the Fire Lily (the scientific name is Cyrtanthus ventricosus) which grow in that exact region of africa. What's cool about this flower is that it blooms only after a wild fire!
Thank you so much for making that Nikuksis!
Here's my russian translation for the floral zones mods:
gdrive link
Please read the changelog before updating! You'll be prompted to remap when updating and reducing view distance prior to doing so will minimize errors during remapping
You cannot, they are berry bushes
Tentharchitect
How do you propagate the bananas?
Glad you're enjoying it Cassy
As for the planks, we recolored the base game texture for them so the misalignment might be from the two sides of the base game texture that don't align. If you could send me a screen shot via discord, I'd appreciate it in case it's a different issue
Just started playing with this on our server and its awesome, loving the colours and variety. I was wondering if its possible to align the wood plank stripes/lines with the ones on the other faces? It is a pixel to the left of other plank types lol.
Sorry to ask such a mundane question when you are very busy with content release, and again I really like what I have found already!
A good chance of that @adres4t
We've been refactoring our next one to avoid some persistent bugs we've been trying to solve with this mod and the Caribbean zone, but the Central Australian one is otherwise done. We've already done some work on our following one, the Eastern Asiatic region which has our coldest region plants yet, and then we're doing the Neozeylandic region.
Hey, any chances you'll release some flora for the colder regions?
It's so you can feed the whole family off one banana tree!
Thanks for pointing it out, we'll look into adjusting that.
And no plans for adding more plants to this one Sirfalloutcat we're working on other Floral Zones instead. You can increase the chances of the plants in the block patch file if you'd like, we tried to balance realistic density and performance.
That Cape wild banana model is a bit too big!
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Would be cool to see more fynbos plants and increased denstiy.
You're welcome Shadowise. And good catch Waterdrinker, I'll be fixing that momentarily.
Thank you very much for your response, Tentharchitect! Makes sense.
Tried to plant honey health in planter and it crashed my game
The limit is indeed being increased, however we'll still be using that amount as a guideline for the Floral Zone mods to keep us from sticking to any one area too long. Got a lot of ground to cover and each pack is taking about a month after all
Hello,
Would the limit of "under 1% of the total item texture atlas" still apply for future releases once 1.19 goes stable? My understanding is that the atlas limitations would no longer be an issue with vanilla 1.19. Thank you!
They do indeed! As does the flowering stage for sourfigs and cape bananas
Do the flowers work with bees? Curious as I would love to create a Fynbos apiary.
Not sure what you mean by based on third party mods, but they should work with Wildcraft no problem. The screen shots for this mod were taken with the Atlantic Afrotropic Bioregion mod and Fields and Plateaus so as to make the plants added by the mod stand out more, but neither of those are required to play with it.
Are your mods in this series based on third party mods or is it independent?
For example, how will this series of mods with Wildcraft look?
Thank you for saying so! 😄
No worries about the questions. This mod doesn't replace anything, it just adds new plants. My Fauna of the Stone Age mod series adds animals, Floral Zones mod series adds plants and the Bioregions mod series disables base game and modded animals and plants not native to their area. So players who want all the content can just stick to the first two mod series, and those who want a region themed play through can use a Bioregion mod and applicable animal and plant mods.
Do all your plant mods add new plants? They don't replace anything right? I think some of yours do but ones like this don't? Sorry don't mean to confuse you.
Such a top tier mod! :) <3
Yep, plants will only appear in new chunks but it'll be safe to add.
Safe to add mid-save?
Thanks! Should be the first of many Floral Zone mods
This looks really really cool