Mods / Floral Zones: Central Australian Region

Category: #Crafting #Food #Worldgen
Author: Tentharchitect
Side: Both
Created: Mar 1st at 4:15 PM
Last modified: Apr 7th at 6:54 PM
Downloads: 1583
Follow Unfollow 40

Latest file for v1.19.7:
FloralZonesCentralAustralianRegion-v1.0.3.zip 1-click install


This mod adds plants from the Central Australian floristic region, filling out the roster of subtropical and tropical plants.

This mod includes:

Berry Bushes
Ruby saltbush, source of fruit
Bush tomato, source of vegetables
Sturt's desert pea, source of legumes

 

Ferns
Macdonnel Ranges cycad

 

Flowers
Old man saltbush
Pilbara rainbow plant
Parakeelya
Crimson turkey bush
Red mallee, a source of firewood
Sturt's desert rose
Pearl bluebush
Pink mulla mulla
Poached egg daisy
Fire bush

 

Other
Porcupine grass, a source of grass material

 

Trees
True Mulga, alternate size to base game Acacia
Dead-finish, alternate size to base game Acacia
Desert kurrajong, a source for firewood
Ghost gum, a source of lumber and resin
Red River Gum, a source of lumber and resin



Features:

The plants in this mod primarily spawn between 25 and 0 degrees latitude in a normal world climate.

Links:
https://ko-fi.com/tentharchitect

A thanks to the Wildcraft team for their work on formatting plant mods, Ледяная Соня for the ghost gum art assets, and a big thanks to everyone who gave feedback and assistance!

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.0.3 522 Apr 7th at 6:54 PM Show FloralZonesCentralAustralianRegion-v1.0.3.zip Install now
v1.0.2 308 Mar 30th at 5:25 PM Show FloralZonesCentralAustralianRegion-v1.0.2.zip Install now
v1.0.1 424 Mar 15th at 8:50 PM Show FloralZonesCentralAustralianRegion-v1.0.1.zip Install now
v1.0.0 329 Mar 1st at 4:16 PM Show FloralZonesCentralAustralianRegion-v1.0.0.zip Install now

12 Comments (oldest first | newest first)

💬 TentharchitectAuthor, 9 hours ago

Glad you like it NiteFox! As for compatibilities, making all the ones I've had requested would probably double development time across my mods, so for most compatibility I'll wait until after I've finished all the content, or rely on the help of others pitching in. 
If anyone is interested in adding compatibility patches, I have a Discord I'm running for my collaborations, so feel free to ping me if you want to help out.

💬 TheNiteFox, 15 hours ago

Would it be possible for you to make this mod & you other tree mods compatible with the Ancient Tools Mod - Adze for bark baskets in the future?

I absolutely love the coloring on the Red River Gum btw. ^_^

 

💬 TentharchitectAuthor, Apr 7th at 5:05 PM

Possibly, I'll check it out, might just be a typo. Thanks for posting that!

💬 Rapidash, Apr 7th at 6:13 AM

Hello, starting a fresh world and this showed up on startup. 7.4.2024 06:07:42 [Server Warning] Block patch Nr. 77: Unable to resolve block with code floralzonescentralaustralianregion:flower-sennapleurocarpa-normal-free. Will ignore.

Is it something that is concerning? Like will it prevent that flower from spawning?

💬 TentharchitectAuthor, Mar 15th at 3:36 PM

Thanks for the report! Found the bug and should be pushing a hot fix with it later today, we'll be bundling a couple other small things with it.

💬 bluelightning32, Mar 15th at 6:06 AM

I'm getting a handbook crash with v1.0.0 on v1.19.4. The client crashes when I look up firewood in the handbook:

 

Loaded Mods: floralzonescentralaustralianregion@1.0.0, game@1.19.4, creative@1.19.4, survival@1.19.4
System.ArgumentException: Attempted to resolve the recipe ingredient wildcard Block floralzonescentralaustralianregion:logsection-placed-* 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

💬 TentharchitectAuthor, Mar 7th at 6:20 PM

Thanks! If I recall correctly, Bunya Pines were discussed and we decided they'd go in the North Eastern Australia pack whenever we get to that one. We'll most likely do some Araucaria trees in the New Caledonia pack as well if we get to that

💬 Kumpus, Mar 7th at 2:52 PM

This mod is great, I'd love to see Bunya Pines added or some kind of Araucaria tree. it would fit in so damn well.

💬 TentharchitectAuthor, Mar 6th at 12:51 AM

I put every version I've tested a mod on in the "For Game version", section of a given version. If another major release is listed there, it will probably still work though Szczwany

💬 Szczwany, Mar 5th at 10:18 PM

Does this work on `1.19.x?

💬 TentharchitectAuthor, Mar 1st at 5:02 PM

😆 The next couple will have colder climate plants, and hopefully won't have nearly as long a gap between releases

💬 Stahl, Mar 1st at 4:46 PM

Really sucks to be doing an arctic run now 😂

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