Mods / Floral Zones: Circumboreal Region
- Tags:
- Authors:
- Tentharchitect, Flish
- Side:
- Both
- Created:
- Aug 28th at 4:20 PM
- Last modified:
- 4 days ago
- Downloads:
- 6704
-
Recommended download (for Vintage Story 1.22.7):
FloralZonesCircumborealRegion-v1.0.3.zip 1-click install
This mod adds plants from the Circumboreal floristic region, filling out the roster of polar, boreal and temperate plants.
This mod includes:
| Common Name | Scientific name | Size | Temperature | Precipitation | Fertility | Forest | Altitude | Additional spawn conditions | Resources | Ecoregions |
| Creeping Dogwood | Cornus canadensis | 0.2 m H | -8-6 | 14-100% | 0-0.75 | 0.2-0.75 | 0-0.74 | Fruit | Pacific Palearctic, Pacific Nearctic, Atlantic Nearctic | |
| Arctic Cotton | Eriophorum callitrix | 0.5 m H | -14--2 | 16-58% | 0.05-1 | 0-0.2 | 0-0.66 | Candle whicks, Parchment | Atlantic Palearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Pacific Nearctic, Atlantic Nearctic | |
| Common Hops | Humulus lupulus | 1+ m W | 0-14 | 17-100% | 0.4-1 | 0.4-0.8 | 0-0.3 | Hops, Vegetable | Atlantic Palearctic, Central Palearctic, Pacific Nearctic, Atlantic Nearctic | |
| French Rose | Rosa gallica | 1-3 m H | 7-12 | 49-65% | 0-1 | 0.2-0.7 | 0-0.58 | Fruit | Alantic Palearctic | |
| Cinnamon Rose | Rosa majalis | 2-2.7 m H | -2-10 | 23-61% | 0.3-1 | 0.1-0.7 | 0-0.65 | Fruit | Atlantic Palearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic | |
| Garden Angelica | Angelica archangelica | 2.5 m H | -6-10 | 46-100% | 0.5-1 | 0.4-0.8 | 0-0.3 | Near Water | Vegetable | Atlantic Palearctic, Central Palearctic |
| Lettuce | Lactuca sativa | 0.75 m H | 4-18 | 18-58% | 0.3-1 | 0.1-0.4 | 0-0.61 | Vegetable | Atlantic Palearctic, Central Palearctic | |
| Iceland Lichen | Cetraria islandica | 0.1 m H | -10-0 | 12-100% | 0-1 | 0-0.3 | 0-0.7 | Grain | Atlantic Palearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Pacific Nearctic, Atlantic Nearctic | |
| Creeping Juniper | Juniperus horizontalis | 1m W + | -6-9 | 26-78% | 0-0.4 | 0-0.2 | 0-0.65 | Atlantic Nearctic, Pacific Nearctic | ||
| Austin's Sphagnum | Sphagnum austinii | 0.5 m H, 1m W+ | 3-9 | 27-100% | 0-0.5 | 0-0.3 | 0-0.12 | Near Water | Atlantic Palearctic, Pacific Nearctic, Atlantic Nearctic | |
| Northern Sphagnum | Sphagnum capillifolium | 1 m W+ | -2-12 | 12-100% | 0-0.5 | 0-0.6 | 0-0.3 | Near Water | Atlantic Palearctic, Central Palearctic, Pacific Nearctic, Atlantic Nearctic | |
| Leather Bergenia | Bergenia crassifolia | 0.5-1 m H | -4-2 | 35-65% | 0-1 | 0-0.7 | 0.04-0.6 | Eastern Palearctic | ||
| Melancholy Thistle | Cirsium helenioides | 1.2 m H | -6-6 | 28-75% | 0.35-1 | 0-0.6 | 0-0.3 | Atlantic Palearctic, Central Palearctic | ||
| Foxglove | Digitalis purpurea | 1-2 m H | 2-14 | 45-100% | 0.05-1 | 0.4-1 | 0-0.3 | Atlantic Palearctic | ||
| Lemon Daylily | Hemerocallis lilioasphodelus | 0.6-0.9 m H | -8-17 | 29-64% | 0-1 | 0.1-0.7 | 0-0.1 | Vegetable | Central Palearctic, Eastern Palearctic, Pacific Palearctic | |
| Iberian Flag | Iris iberica | 0.3 m H | 9-12 | 20-55% | 0-0.6 | 0-0.1 | 0.1-0.7 | Central Palearctic | ||
| Lapland Poppy | Oreomecon lapponica | 0.35 m H | -17--8 | 12-55% | 0-0.35 | 0-0.5 | 0-0.3 | Atlantic Palearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Pacific Nearctic, Atlantic Nearctic | ||
| Whorled lousewort | Pedicularis verticillata | 0.25-0.4 M H | -11-4 | 15-93% | 0.05-1 | 0-0.6 | 0.05-0.85 | Eastern Palearctic, Pacific Palearctic, Pacific Nearctic | ||
| Yellow-flowered Rosebay | Rhododendron aureum | 1 m H | -7-7 | 45-75% | 0.2-1 | 0-0.9 | 0.3-0.7 | Eastern Palearctic, Pacific Palearctic | ||
| Common Rhododendron | Rhododendron ponticum | 3-5 m H | 12-16 | 55-100% | 0.4-0.8 | 0.4-0.9 | 0-0.6 | Atlantic Palearctic | ||
| Arctic Willow | Salix arctica | 0.15-0.5 m H | -19-0 | 21-100% | 0-0.4 | 0-0.4 | 0-0.6 | Atlantic Palearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Pacific Nearctic, Atlantic Nearctic | ||
| Purple Pitcher Plant | Sarracenia purpurea | 0.4 m H | -6-18 | 23-78% | 0-0.5 | 0-0.3 | 0-0.3 | Near Water | Atlantic Nearctic, Pacific Nearctic | |
| Moss Campion | Silene acaulis | 0.6-1.8 m W | -18-4 | 9-75% | 0-1 | 0-0.2 | 0-0.7 | Atlantic Palearctic, Central Palearctic, Pacific Nearctic, Atlantic Nearctic | ||
| Common Dandelion | Taraxacum officinale | 0.4-0.7 m H | 0-18 | 9-95% | 0-1 | 0-1 | 0-0.75 | Vegetable | Atlantic Palearctic, Central Palearctic, Eastern Palearctic | |
| Red Clover | Trifolium pratense | 0.2-0.8 m H | -1-15 | 29-100% | 0.25-1 | 0-0.6 | 0-0.72 | Atlantic Palearctic, Central Palearctic | ||
| Dwarf Bulrush | Typha minima | 0.3-0.8 m H | 6-14 | 16-75% | 0-0.8 | 0-0.7 | 0-0.2 | Near Water | Atlantic Palearctic, Central Palearctic, Eastern Palearctic | |
| Wild Pansy | Viola tricolor | 0.15 m H | 3-14 | 23-72% | 0-1 | 0-0.4 | 0-0.67 | Atlantic Palearctic, Central Palearctic, Eastern Palearctic | ||
| Egg Wrack | Ascophyllum nodosum | 1-2.5 m H | -6-12 | 0-100% | 0-1 | 0-1 | 8-0 m D | In Water | Vegetable | Atlantic Palearctic, Atlantic Nearctic |
| Floating Marsh Marigold | Caltha natans | 0.5 m H | -10-6 | 21-90% | 0-1 | 0-0.6 | 0-0.15 | In Water, Near Water | Central Palearctic, Eastern Palearctic, Pacific Nearctic, Atlantic Nearctic | |
| Oarweed | Laminaria digitata | 2-3 m H | -2-12 | 0-100% | 0-1 | 0-1 | 24-0 m D | In Water | Potash | Atlantic Palearctic, Atlantic Nearctic |
| European Feather Grass | Stipa pennata | .9-1.2 m H | 4-9 | 35-65% | 0.2-1 | 0-0.05 | 0.02-0.65 | Grass | Atlantic Palearctic, Central Palearctic, Eastern Palearctic | |
| Balsam Fir | Abies balsamea | 14-20 m H | -4-6 | 31-100% | 0-0.9 | 0.2-1 | 0-0.58 (0.68) | Wood, Resin, Seeds | Atlantic Nearctic | |
| European Alder | Alnus glutinosa | 20-30 m H | 2-16 | 50-100% | 0-1 | 0.6-1 | 0-0.56 (0.7) | Wood, Seeds | Atlantic Palearctic | |
| Tamarack | Larix laricina | 15-23 m H | -10-8 | 20-100% | 0-0.85 | 0-0.7 | 0-0.5 (0.6) | Wood, Seeds | Atlantic Nearctic, Pacific Nearctic | |
| White Spruce | Picea glauca | 15-39 m H | -8-8 | 20-78% | 0-1 | 0-1 | 0-0.5 (0.6) | Wood, Seeds | Atlantic Nearctic, Pacific Nearctic | |
| Black Spruce | Picea mariana | 5-15 m H | -8-9 | 15-100% | 0.4-1 | 0.2-1 | 0-0.5 (0.53) | Firewood, Seeds | Atlantic Nearctic, Pacific Nearctic | |
| Siberian Pine | Pinus sibirica | 30-40 m H | -10-6 | 24-62% | 0-0.7 | 0-1 | 0-0.64 (0.84) | Wood, Seeds, Resin | Central Palearctic, Eastern Palearctic | |
| Trembling Aspen | Populus tremuloides | 15-18 m H | -8-12 | 7-100% | 0-0.8 | 0.3-1 | 0-0.8 (0.9) | Firewood, Seeds | Atlantic Nearctic, Pacific Nearctic | |
| Sessile Oak | Quercus petraea | 20-40 m H | 4-16 | 61-92% | 0.4-1 | 0.2-1 | 0-0.56 (0.7) | Wood, Tannin, Seeds | Atlantic Palearctic, Central Palearctic |
A: The combined size of this series exceeds the Mod data base's file upload size limit and therefore could not be hosted on this site, making it extremely difficult for servers to use. What's more, I don't know just how large certain plant pack file sizes will get as new features come out and I want to ensure they don't need to be split in the future, as that may cause considerable server issues. Whenever mod packs are implemented, or if there are other resources for creating a more organized bundle, I will do so.
Q: Is this mod safe to add and remove to an existing world?
A: It is safe to add, plants will only appear in chunks not previously generated. Removing this mod from an existing world will leave many broken blocks and is not recommended, but manually regenerating chunks via in game commands affecting can work.
Q: Can you add X plant?
A: We are focusing on getting a core 30 plants into all 36 planned Floral Regions first before any plans to add more content, if ever. That said, we occasionally do commissions and would be open to adding plants that way. Check Tenth Architect's Discord or Author profile to see if any commission slots are open.
Q: Can you add X compatibility?
A: Maintenance and our own planned content is our priority, and almost all our existing compatibilty files were those sent to us by community members. If you'd like to see compatibility added, you are welcome to make the patches, test to ensure they work and send them our way and we will add them. The exception to this would be if the size of the compatibility files would have significant performance impact for most users of this series, as performance is a higher priority of ours than cross compatibility.
Features:
The plants in this mod primarily spawn between 85 and 40 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.
https://docs.google.com/spreadsheets/d/1t6ta-wURS93nEs7losYzB9CjGrU00kBFVs5iUX5fb2g/edit?usp=sharing: A reference for their distribution made by Ninepppppp
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.3 | floralzonescircumborealregion | 754 | 4 days ago | FloralZonesCircumborealRegion-v1.0.3.zip | 1-click install | ||
|
Fixed-Figureheads using correct wood | |||||||
| 1.0.2 | floralzonescircumborealregion | 1207 | Sep 23rd at 7:51 PM | FloralZonesCircumborealRegion-v1.0.2.zip | 1-click install | ||
|
Added-Useful Traders patch (Thanks Droseran!) | |||||||
| 1.0.1 | floralzonescircumborealregion | 2465 | Sep 10th at 11:25 PM | FloralZonesCircumborealRegion-v1.0.1.zip | 1-click install | ||
|
Fixed-Crash related to dogwood berries in fruit press | |||||||
| 1.0.0 | floralzonescircumborealregion | 2278 | Aug 28th at 4:22 PM | FloralZonesCircumborealRegion-v1.0.0.zip | 1-click install | ||
|
Launch | |||||||









Tentharchitect I'd like to ask why quercuspetraea isn't in /worldproperties/block/wood.json and is instead a variant state in /blocktypes/wood/woodtyped/log.json.
{ "code": "type", "states": ["grown", "placed"] },
{ "code": "wood", "loadFromProperties": "floralzonescircumborealregion:block/wood", "states": ["larixlaricina","pinussibirica","quercuspetraea"] },
{ "code": "rotation", "states": ["ud", "ns", "we"] }
]
I'm trying to add compatibility to Immersive Woodworking's debarking. IWW doesn't allow the log to be debarked. However, alnusglutinosa works fine, which is in /worldproperties/block/wood.json, and isn't in the above variant group.
Given that they aren't fully fleshed out wood types and are instead reusing base game lumber, we had two options for the tamarack, Siberian pine and sessile oak. We could put it in the world properties, and have all the blocks not covered do skip variant, making it easier for folks to patch thing or even automatically compatible, but it would cause missing textures and potentially crashes where missing textures/blocks occured and force every other modder that modifies lumbers to make a compatibility patch. Or we could do what we did and add it as a variant to only the blocks that we were using. This would make it inconvenient to patch, but felt safer long term with how many potential mod combinations there are out there
If it's safer that way fair enough. I'm completely new to modding in general so there's a lot a don't know, most everything really.
This is how I tried to patch in the bark drops:
"op": "addmerge",
"path": "/bySpecies/quercuspetraea",
"value": [
{
"kind": "tan",
"chance": 1.0
}
],
"file": "immersivewoodworking:config/barkdrops.json"
},
{
"op": "addmerge",
"path": "/countBySpecies/quercuspetraea",
"value": 3,
"file": "immersivewoodworking:config/barkdrops.json"
}
As I said, it works with most of the Floral Zone's trees, just not the ones in the variantgroups. The handbook lists the bark drop percentages as I've written them in my .json but, when I go to debark the Sessile Oak at the saw horse I get "This wood has no bark that can be stripped here."
If you might know, how could I call them so they preoperly register as valid options for debarking?
Been doing a few binary error searchs & came across this one when in the circumboreal regeion ( not sure which object its refering to, maybe garden angelica??
1.10.2026 11:25:36 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BEBehaviorFruitingBushMesh.get_Item(String textureCode) in VSSurvivalMod\Systems\Farming\BEBehaviorFruitingBushMesh.cs:line 19
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElement(Int32 indexForLogging, MeshData meshdata, ShapeElement element, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 494
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 377
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 394
at Vintagestory.GameContent.BEBehaviorFruitingBushMesh.<>c__DisplayClass17_0.<ensureMeshExists>b__0() in VSSurvivalMod\Systems\Farming\BEBehaviorFruitingBushMesh.cs:line 124
at Vintagestory.GameContent.BEBehaviorFruitingBushMesh.ensureMeshExists_Patch1(BEBehaviorFruitingBushMesh this)
at Vintagestory.GameContent.BEBehaviorFruitingBushMesh.OnTesselation(ITerrainMeshPool mesher, ITesselatorAPI tessThreadTesselator) in VSSurvivalMod\Systems\Farming\BEBehaviorFruitingBushMesh.cs:line 44
at Vintagestory.API.Common.BlockEntity.OnTesselation(ITerrainMeshPool mesher, ITesselatorAPI tessThreadTesselator) in VintagestoryApi\Common\Collectible\Block\BlockEntity.cs:line 534
at Vintagestory.Client.NoObf.JsonTesselator.Tesselate(TCTCache vars) in VintagestoryLib\Client\Render\Tesselation\ChunkTesselator\JsonTesselator.cs:line 110
will add the full below:
I'll keep an eye out, but what this tells me is that one of the 5 berry bushes has an issue with a combination of life stage/health/time of year and it's pretty tricky to narrow down. I'm doing tests right now and I'm not able to replicate it
Hello, I can't see the harvested Common Dandelion. Neither in inventory, nor when placed in the world.
They should harvest the same way as reeds do, let me know if that doesn't work
i can harvest them fine, it's just the harvested model I don't see.
Ah gotcha, yeah they are invisible since you're taking the whole plant down to the tap root. I suppose I could have made a root icon to indicate that
Do the trees added by this mod have a higher chance of spawning resin? When I have gone into a forest with these trees I have been noticing they have resin a fair amount of time. I even found one tree that had two.
I don't believe they have a higher rate, but the resin spawning trees often have more logs than base game trees, giving them more opportunities to spawn
I found a patch of red clovers and I gotta say I really like having a shorter ground cover. The texture is a good contrast with taller grasses.
edit: The bloom looks awesome too!
edit2: I think the blooming is due to the seasonal flowers mod, I forgot blooming wasn't part of the base game. The pic below is more representative of what these look like without seasonal flowers installed.
Huh I didn't think that mod would actually work with these packs especially since this one's so new, interesting.
Haven't had many issues using them together, although if you have the Mediterranean pack you'll want to add Common Gorse to Seasonal Flower's config. If you don't, that plant will have some floating leaves and look very empty before temps get to 20C as it's mostly flower. Search for "Gorse" on the comments for Seasonal Flowers and you'll find a comment from the dev with instructions on how to do that.
incredible work as always, i wasn't expecting a new module!
I am noticing with Immersive Woodworking, wood types that feed to the same plank base don't end up generating planks (not to mention the texture profile of them won't show up, this I understood more as need a compat work). For instance, the Sessile Oak produces Oak products on processing. With IWW, you can put the sessile log on the sawhorse but it will produce nothing when it should be producing Oak. Again, that's not to be said about the texture of the wood on the sawhorse. Is this a fixable issue from your side? I have asked over there, and the overall vibe is that it's an issue here from other related posts.
Might need a compatibility patch, but I'm not in a position to prioritize those over my backlog
Understood, thank you for the response regardless and keep up the good work!
CTD: when trying to put creeping dogwood fruits into a fruitpress
Thanks for the report
Being born and raised in Alaska I've been craving something that adds a plant or few from my home to the game, absolutely awesome~
Does this work with expanded foods?
Check the FAQ and compatibility list
which terrain gen mod is used in the screenshots for those massive mountain ranges? looks beautiful with the new flora :)
Terrain diffusion for some of them, probably the ones you are mentioning. The launch version is great for screenshots, though it doesn't seem ready for long term gameplay as of this moment
Wow!! A new Floral Zone mod? Awesome!
Oh and these plants are for colder climates, even better. This will make playing in the north feel more alive!
Thank you for all the mods you make, Tentharchitect :3
You're welcome! Glad you're enjoying them, have a great adventure in the north!
I love it, temperate is my default and this increases the stuff I can pack my inventory with XP
Greatest mods, thank you
TAMARACKS YIPPEEE
Yayyy more beautiful vegetation for my world. Always nessecary <3
Does the hops added by this mod have actual functionality in brewing? Or is it just there for other mods to pick up and use?
Yeah, if you harvest hops, let them dry, then seal them with ale, you make beer, which has a longer shelf life. A little gameified compared to the real thing but we felt it was about on par with the base game alcohol production system
Awesome. And yeah, that's perfectly alright for mechanics - this is a flora mod, not a brewing expansion. I prefer mods staying focused on their main ambition. :)
So does Circumboreal mean like, 'around/above the boreal forests' or something?
Around the northern hemisphere basically, it's the largest floristic region and number 1 in the categorization system this series is based off of
https://en.wikipedia.org/wiki/Circumboreal_Region
Oh wow that covers a LOT of the world, neat! I've actually driven though this kind of place before when I went to Minnesota, most beautiful place I've been. I'm from the Midwest so I'm used to roadtrips with hours and hours of flat nothingness
Nice, it is pretty cool seeing a place you've seen represented in VS. I'm from region 4 and I'm stoked to get that one in game
YEAAAAAAAAH
Is it possible to get the new plants to appear in chunks generated before adding this?
I think you'd need to use world commands to regenerate chunks, don't know which off the top of my head
That sounds destructive
It could be, if you used it on areas you want to keep as is. I personally don't risk it
Best way for this is to use worldedit to copy the things you want to copy and then import them into a new world.
You'll have to do some manual touches to make the integration seamless but it works well enough.
holy moly
We're so back boys and girls.
New Floral Regions Drop? 0.0