Mods / Floral Zones: Caribbean Region
Category:
#Crafting
#Food
#Worldgen
Author: Tentharchitect
Side: Both
Created: Oct 31st 2023 at 3:53 PM
Last modified: 5 days ago
Downloads: 10610
Follow Unfollow 141
Author: Tentharchitect
Side: Both
Created: Oct 31st 2023 at 3:53 PM
Last modified: 5 days ago
Downloads: 10610
Follow Unfollow 141
Latest file for v1.20.0-rc.1:
FloralZonesCaribbeanRegion-v1.0.10.zip
1-click install
This mod adds plants from the Caribbean floristic region, filling out the roster of subtropical and tropical plants.
This mod includes:
Berry Bushes
Everglades Palm, source of fruit
Swiss-Cheese Plant, source of fruit
Scrub Palmetto, source of fruit
Miami Palmetto, source of fruit
Dwarf Palmetto, source of fruit
Red-Fleshed Pitahaya, source of fruit
Puerto Rico apple cactus, source of fruit
Swiss-Cheese Plant, source of fruit
Scrub Palmetto, source of fruit
Miami Palmetto, source of fruit
Dwarf Palmetto, source of fruit
Red-Fleshed Pitahaya, source of fruit
Puerto Rico apple cactus, source of fruit
Crops
Blue Agave, source of alcohol
Mexican Cotton, source of fiber
Mexican Cotton, source of fiber
Ferns
Ponytail Palm
Toquilla Palm
Cardboard Palm
Toquilla Palm
Cardboard Palm
Flowers
Chamula Agave
Dagger Log
Wild plantain
Hanging Lobster Claw
Candelabra cactus
Firecracker Bush
Giant Butterwort
Mexican Bush Sage
Silver Inch Plant
Ramgoat Dashalong
Dagger Log
Wild plantain
Hanging Lobster Claw
Candelabra cactus
Firecracker Bush
Giant Butterwort
Mexican Bush Sage
Silver Inch Plant
Ramgoat Dashalong
Other
Lava cactus
Mexican Giant Horsetail, source of horse tail and grass
Jumping Prickly Pear
American Taro, source of vegetables
Mexican Giant Horsetail, source of horse tail and grass
Jumping Prickly Pear
American Taro, source of vegetables
Trees
Trumpet Tree, source of sticks
Java Kapok, alternate size to base game
Chilu, source of firewood
False Tamarind, source of lumber
Purple heart, alternate size to base game
Caribbean pine, alternate size and trunk to base game
Schwedtfeger's Pine, alternate size to base game
Cuban Royal Palm, source of fruit and palm leaves
Costa Rican Oak, alternate size and leaves to base game
Cabbage Palmetto, source of fruit, vegetables, grains and palm leaves
Giant Daisy Tree, source of firewood
Java Kapok, alternate size to base game
Chilu, source of firewood
False Tamarind, source of lumber
Purple heart, alternate size to base game
Caribbean pine, alternate size and trunk to base game
Schwedtfeger's Pine, alternate size to base game
Cuban Royal Palm, source of fruit and palm leaves
Costa Rican Oak, alternate size and leaves to base game
Cabbage Palmetto, source of fruit, vegetables, grains and palm leaves
Giant Daisy Tree, source of firewood
Stats
Common Name | Scientific name | Size | Temperature | Precipitation | Fertility | Forest | Altitude | Additional spawn conditions | Resources |
Everglades Palm | Acoelorrhaphe wrightii | 5-7 m H | 25-35 | 13-100% | 0-1 | 0-0.6 | 0-0.01 | Near Water | Leaves, Fruit |
Swiss-Cheese Plant | Monstera deliciosa | 2-3 m H | 22-34 | 41-75% | 0.4-0.7 | 0.6-1 | 0-0.66 | On Surface Plus Under Trees | Fruit |
Scrub Palmetto | Sabal etonia | 1.5 m H | 24-30 | 57-100% | 0-0.8 | 0-0.5 | 0-0.01 | Leaves, Fruit | |
Miami Palmetto | Sabal miamiensis | 0.9-1.2 m H | 25-30 | 28% | 0-0.4 | 0-0.5 | 0-0.01 | Leaves, Fruit | |
Dwarf Palmetto | Sabal minor | 0.6-1.8 m H | 19-33 | 5-79% | 0.4-0.8 | 0-0.8 | 0-0.01 | Leaves, Fruit | |
Red-Fleshed Pitahaya | Selenicereus costaricensis | 6 m W | 19-35 | 85-100% | 0.3-0.8 | 0.3-0.8 | 0-0.45 | On Surface Plus Under Trees | Fruit |
Puerto Rico apple cactus | Harrisia portoricensis | 1.8-2 m H | 23-30 | 20-60% | 0-0.33 | 0-0.5 | 0-0.1 | Fruit | |
Blue Agave | Agave tequilana | 2-5 m H | 20-30 | 8-32% | 0.4-1 | 0-0.6 | 0.5-0.65 | Alcohol | |
Mexican Cotton | Gossypium hirsutum | 1.5 m H | 22-32 | 31-73% | 0-0.7 | 0-0.4 | 0-0.6 | Cotton | |
Ponytail Palm | Beaucarnea recurvata | 2-5 m H | 18-24 | 63-65% | 0-0.5 | 0.4-0.8 | 0-0.52 | ||
Toquilla Palm | Carludovica palmata | 3-4 m H | 21-33 | 99-100% | 0.4-1 | 0.6-1 | 0-0.21 | ||
Cardboard Palm | Zamia furfuracea | 1.2 m H, 2 m W | 16-33 | 42-100% | 0-0.6 | 0.3-0.8 | 0-0.7 | ||
Chamula Agave | Agave chiapensis | 2 m H | 20-27 | 89-100% | 0-1 | 0.3-0.7 | 0.28-0.65 | ||
Dagger Log | Agave karatto | 4 m W, 5.5-8 m H | 26-31 | 6-55% | 0-0.3 | 0-0.4 | 0-0.05 | ||
Wild plantain | Heliconia caribaea | 1.8-4 m H, 0.9-1.8 m W | 19-31 | 34-100% | 0-1 | 0.6-1 | 0-0.3 | ||
Hanging Lobster Claw | Heliconia rostrata | 1.2-1.8 m H | 15-33 | 34-100% | 0-0.6 | 0.6-1 | 0-0.2 | ||
Candelabra cactus | Jasminocereus thouarsii | 3-7 m H | 22-26 | 8-40% | 0-0.7 | 0-0.5 | 0-0.1 | ||
Firecracker Bush | Justicia spicigera | 1-1.5 m H | 26-34 | 69-100% | 0.4-1 | 0.4-0.8 | 0-0.6 | ||
Giant Butterwort | Pinguicula gigantea | 0.3 m W | 24-27 | 75-100% | 0-0.8 | 0.3-0.8 | 0.05-0.12 | ||
Mexican Bush Sage | Salvia leucantha | 1.3 m H, 2 m W | 23-34 | 33-75% | 0-1 | 0.3-0.6 | 0.3-0.65 | ||
Silver Inch Plant | Tradescantia zebrina | 0.6 m W | 22-31 | 34-89% | 0-0.8 | 0.5-0.8 | 0-0.6 | Near Water (lower rainfall only) | |
Ramgoat Dashalong | Turnera ulmifolia | 0.6-0.9 m H | 24-35 | 41-70% | 0.8-1 | 0.5-0.7 | 0-0.05 | ||
Lava cactus | Brachycereus nesioticus | .6mH, 2m W | 22-26 | 12-44% | 0-0.2 | 0-0.5 | 0-0.3 | ||
Mexican Giant Horsetail | Equisetum myriochaetum | 4.6 m H | 19-33 | 40-100% | 0.7-1 | 0.5-1 | 0.05-0.7 | Near Water | |
Jumping Prickly Pear | Opuntia triacantha | 0.6 m H | 24-31 | 42-68% | 0-0.3 | 0-0.4 | 0-0.1 | ||
American Taro | Xanthosoma sagittifolium | 2-2.5 m H | 21-33 | 75-100% | 0.7-1 | 0.5-1 | 0-0.5 | Near Water | Vegetable, corms |
Trumpet Tree | Cecropia obtusifolia | 10-20 m H | 20-26 | 51-100% | 0-1 | 0.9-1 | 0-0.41 (0.47) | Firewood, Seeds | |
Java Kapok | Ceiba pentandra | 30-70 m H | 23-35 | 32-100% | 0.4-1 | 0.8-1 | 0-0.8 (1.0) | Two variants | Wood, Seeds |
Chilu | Comarostaphylis arbutoides | 4-20 m H | 6-31 | 100% | 0-1 | 0.6-1 | 0.41-0.78 (0.8) | Firewood, Seeds | |
False Tamarind | Lysiloma latisiliquum | 14-18 m H | 24-31 | 35-65% | 0.4-1 | 0.4-0.8 | 0-0.02 (0.4) | Wood, Seeds | |
Purple heart | Peltogyne purpurea | 20-50 m H | 21-30 | 95-100% | 0.11-1 | 0.47-1.0 | 0-0.5 (0.63) | Wood, Seeds | |
Caribbean pine | Pinus caribaea | 20-30 m H | 19-30 | 33-80% | 0-0.8 | 0.5-1 | 0-0.5 (0.63) | Wood, Seeds, Resin | |
Schwedtfeger's Pine | Pinus tecunumanii | 50-55 m H | 12-33 | 62-74% | 0-0.7 | 0.3-1 | 0.48-0.72 (1.0) | Wood, Seeds, Resin | |
Cuban Royal Palm | Roystonea regia | 20-30 m H | 26-33 | 15-100% | 0.7-1 | 0.4-0.8 | 0-0.01 (0.4) | Firewood, Seeds, fruit, leaves, Palm oil | |
Costa Rican Oak | Quercus costaricensis | 40-50 m H | 10-20 | 100% | 0-1 | 0.5-1 | 0.61-0.74 (1.0) | Wood, Seeds, Tannin | |
Cabbage Palmetto | Sabal palmetto | 10-20 m H | 16-30 | 26-75% | 0-0.7 | 0-0.8 | 0-0.01 (0.4) | Firewood, Seeds, fruit, vegetable, flour, palmettos | |
Giant Daisy Tree | Scalesia pedunculata | 20 m H | 23-27 | 29-51% | 0.7-1 | 0.2-1 | 0.09-0.18 (0.4) | Firewood, Seeds |
Features:
The plants in this mod primarily spawn between 35 and 0 degrees latitude in a normal world climate. What’s more, it can be used along side the Biome's mod to populate the Atlantic Nearctic, Atlantic Neotropic, Pacific Nearctic and Pacific Neotropic realms.
Links:
https://ko-fi.com/tentharchitect
And a big thanks to everyone who gave feedback and assistance!
The fruits dry into the seeds if given enough time, similar to how other berries rot
@Tentharchitect
Thanks for the info! For cabbage palmetto, how do you dry the berries?
That's intentional, the smaller palms are way more common than most in game berry bushes and to keep survival from becoming trivial we made them not replantable
Whenever I break all the smaller palms all I get is palm leaves you can turn to thatch, I dont get the actual plant or seeds or anything to plant; what am I doing wrong?
Crash when looking at the handbook for "dry long bowstave" isolated it to this mod, maybe it has something to do with wood?
This mod is Fantastic! I hope it gets support for Cullinary Artillery in the future that would be 10/10 amazing!
Awesome, thank you. And thank you for the mod, especially the dragon fruit. I've been on a dragon fruit kick ever since I discovered a dragon fruit flavored vape in my vape shop
Not to worry Ryan, yeah there was missing variant such that the trumpet trees couldn't be planted. It's fixed and should be in the next bug fix update
I'm sorry to pester you; I'm unable to plant trumpet tree seeds. Is there a trick I'm missing; like do you have to dry them out or something?
Alright, hopefully that was the last of the refactor bugs! Let me know if you all find any more!
Similiar error for another player, but while clicking on a raw bowstave for the longbow results in a client-crash.
System.ArgumentException: Attempted to resolve the recipe ingredient wildcard Block floralzonescaribbeanregion:log-placed-*-ud but there are no such items/blocks!
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent..ctor(ICoreClientAPI capi, GridRecipe[] gridrecipes, Double size, EnumFloat floatType, Action`1 onStackClicked, ItemStack[] allStacks) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 102
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addCreatedByInfo(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, Boolean haveText) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 1137
Having a player get client side crashes when clicking on a wooden club in the handbook. I have the full log if needed.
System.ArgumentException: Attempted to resolve the recipe ingredient wildcard Block floralzonescaribbeanregion:log-placed-* but there are no such items/blocks!
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent..ctor(ICoreClientAPI capi, GridRecipe[]
Nice catch, I think I know the cause. Have an irl thing this weekend that's taking up my modding time but I should be able to get an update for some lingering bugs from the refactor in the next week
Had a critical error pop up today after clicking a wooden pan in the hoodbook to view the recipe: https://pastebin.com/5G28aVDr
I don't know if this happened before the update as well. I did follow the instructions in the changelog when updating the server.
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 have misstyped the name in:
"pie-single-floralzonescaribbeanregion:fruit-selenicereuscostaricensis-raw": "Mexican breadfruit pie (raw)",
it should be Red dragonfruit pie
Thank you for the awesome mod tho! 💯
I mean the Cuban Royal Palm fruit could be used to make aqua vitae at least, even if you wouldn't be able to drink the wine or brandy. Just a suggestion.
RobertS42
Ah, we'll try to remove that during the update, Cuban Royal Palm fruit has been historically used for animal feed which is why we let it be mashable but if I recall correctly the fruit isn't nutritious for humans and will make a person violently ill if they make wine from it. Not enough to give negative HP but not worth it
What use is there for the Cuban Royal Palm fruit and Juice? I can't seal the barrel, so it seems wine is out of the question.
Edit: I tried using them for a pie... and it didn't have a proper name nor any satiety from the fruit.
@Thauma
We've talked about potential uses and all of them would require elaborate systems to be added (soap, oils, laquers) that were outside our scope. Next update we'll remove seed drops from the plant itself so it should reduce the exponential growth to something closer to base game seeds. Though I'd highly encourage anyone wanting to start modding, adding cotton seed uses could be a nice starter mod.
And to Macarrone, I believe I was using Fields and Plateaus for these screen shots, with maybe 140% landform scale to get the wide vistas. Thanks!
Hello! I would like to know if you are using any landform mod for the showcase screenshots and if yes then which one are you using. Really love your mods btw!
Could there be some use for cotton seeds added? it's extremely easy to get hundreds, if not thousands of them and they just kind of clutter everything.
Ah good to know, thanks for pointing that out!
The red dragon fruit raw pies are called mexican breadfruit pies for some reason
Interesting, that should be fixed when we implement the refactor soonish. The Cape refactor has been going smoothly so far so I'd like to say it isn't too far out
It would appear that this mod causes the Fruitpress recipe to not accept vanilla boards, only modded boards.
There is no config currently, but you could remove the tree gen section for the species you want disabled so they aren't generated in the world.
Hi there! I love your mods. I'm rather picky about discrepencies between the other mods I use, though. The Cape and Austrailia regions mods add new wood types. I was wondering if it's possible to disable the trees specifically? I didn't see a config.
Try letting the royal palm and palmetto fruits dry out, they'll become tree seeds as a guaranteed way of getting their seeds Cassandra
Weird. Noticed the (tall) palms don't drop seeds on my end. Wonder if there is a conflict somewhere.
All the trees do and you can get Cuban Royal Palm and Cabbage palmetto seeds.
The smaller palmettos, ponytail palm, toquilla palm and cardboard palm can be picked up and replanted but don't have seeds.
Do all the trees and palms drop seeds?
Hey SpeedyBst, thanks for bringing that up. That bug is a big reason why there was a 4 month gap between this mod and the Australian one. We refactored the Central Australian pack to stop causing that bug and it seems to be working out alright and Flishster has been refactoring the Cape pack into the new format. Ideally that'll go smoothly and we'll do the same with this mod and that bug will be fixed. We're taking it pretty slow however, as remapping and refactoring can cause a lot of issues with saves that used the old version and want to minimize any problems.
Hey there, had a weird bug when using this mod, it seems to break shield crafting by locking specific wood types to specific metals - for example Steel can only use Bald Cypress and False Tamarind, whilst Silver can only be used with Pine and Purple Heart. Disabling only this mod reverted behaviour back to normal where any wood could be used. Also works like normal with both the Central Australia and Cape Region mods active at the same time, only causing an issue with this mod specifically active. Shields behaved like normal if crafted, however the handbook page for the Steel-False Tamarind can't be accessed nor can do they appear in the creative list of items. It also sometimes has it's name replaced as lysilomalatisiliquum for different objects - for example, block-scrollrack-lysilomalatisiliquum is what it displays in the handbook, but it shows things like False Tamarind planks just fine.
That certainly does sound like a texture atlas issue. Supposedly it was fixed in 1.19 but I've heard in some circumstances the new dynamically increasing atlas might not be working correctly. Longer debuging would be better handled over discord if you want to DM me there with the screen shots but it might be an external issue
Hi, so I have discovered a very odd issue after installing this mod. I have a heavily modded playthrough, but after adding this mod the boots I was wearing turned into tequilla..... And also, other boots that I had stored on the ground now say that they are different plants??? I have not tired to pick them up yet. (I have SS's but am unsure how to add them here)
After trying turning this mod off, the boots when back to normal. Is this something to do with the texture atlas?
We've seen that issue happen with a few different trees above a certain height, seems like the axes don't always check beyond a certain distance or something to that effect. At some point we'll refactor this and the Cape region's trees and that should help reduce the rate this occurs
When chopping down the Caribbean Pine trees the tops seem to not get broken and just stay floating in their air.
I love the mod! But my agave is glitched, it doesn't grow past stage 1 no matter what nutrients I give it. I've tried just about everything.
edit: My bad, agave just grows really slow. which is realistic!
Sadly indeed, it would appear that in one of the later 1.19 pre releases something changed that broke this and our current WIP Floral Zone mod. Flishster and I are taking a break from plants until the New Year to spend time with family, but we'll be looking into fixing it then.
Glad you're enjoying the mods otherwise!
Hello!
First of all, Excellent mod! Big fan of all of them!
Sadly I seem to have hit a wall when it comes to world gen: It won't create anything with this (and only this) mod enabled. If I make a world and then load it after generation, it will stop creating chunks. No idea why. Will test more and provide logs if wanted.
PS: Thanks for making these mods, they are an amazing addition to Vintage Story!
I should have left if alone. I deleted the 1.0.2 and installed the 1.0.1 and a bunch of plants were white blocks. So I deleted the 1.0.1 and went back to the 1.0.2 and unfortunately those plants are still white blocks.
Thanks! Glad to hear you are enjoying it! Like with the Mexican Cotton, the Blue agave had it's seed's updated to the 1.19 format in the latest version, if you are using 1.18.x use version 1.0.1 of this mod as that is the latest version for 1.18.x
Blue agave isn't dropping seeds, just a white question block. I'm using 1.18.15. But I love your mod! So many wonderful plants!
Did you update to the 1.19 pre version of this mod without installing 1.19 pre? That would cause the Mexican Cotteon seeds to show up as question mark boxes
Tentharchitect Mexican Cotton seeds are showing as question mark boxes.
Thank you kindly! Who knows, maybe more will
your mods are just amazing... all you have added should be vanilla! precious models and species
Mobius the mod can be probably be used in the pre-release but there are still some things I need to update for 1.19 like the new seed bags.
znatik glad to hear they did not disappear, wasn't sure how they could have been occuring.
Hello . I checked everything again. After installing your wonderful mod, the fish, chickens and goats did not disappear. Disabled all mods. I rearranged the game. Version 1.18.15. I really want to play with your mod.
This mod is not for the latest pre-release yet, right? Just wondering since the other floral zone mod is.
I don't know, don't personally use that mod. The woods are patched into the wood list of the game, so it's possible that it is automatically compatible, or the author of that mod would just need to add a couple recipes for compatibility.
Are the trees from this mod compatible with the Chopping mod for firewood? As that mod removes the default firewood recipes.
Glad you're otherwise enjoying it! I'm not sure what could have cause that, this mod doesn't touch animal spawns at all nor does it change world gen besides adding blockpatches and trees to the generator. Did you install any of the bioregions or the biomes mod as well?
hello! I might have an issue with the mod. When I install it all the fish and sheep disappear. It might be an issue on my side though. Is there a way to fix that?
It's an amazing mod, thank you so much!
It should, haven't tested it personally but nothing this mod covers has changed.
Does this mod work with the pre.5?
Thanks for bringing that up! I'll have an update shortly to fix the mash being mashable. Get any of that infinite tequila you want now before it dries up
The Dry agave mash is very bugged, you can use a single mash to produce 10 litres of aquamiel and then the dry mash you used turns into 10 new dry mash.
So basically infinite tequila and compost.
Thanks! Those areas will be covered by the Circumboreal Region, which seems to be a popular request. I'll talk with my team, see if we can move that one up in our docket
Tentharchitect Cool idea with regions. Can you create a northern region? Finland, Norway, Sweden.
Awesome! I will be downloading each one of them :).
Thank you! I certainly intend to continue adding more.
Our next one will be the Central Australian Floral Region, but we'll get to the Circumboreal Region eventually and we'll make sure to get some good arctic content in there. The system we're using is the Takhtajan regionalization, which has 35 floral regions. So only 33 left to go XD
I just love your mods I hope you continue to add more plant mods like this.
Would you consider doing artic plants in the future :)?
I get so excited when I see mods that add more flowers etc.