Mods / Floral Zones: Cosmopolitan Region

Tags:
Food Flora Worldgen Crafting Furniture
Authors:
Tentharchitect, Flish
Side:
Both
Created:
Apr 4th 2025 at 8:24 PM
Last modified:
Dec 30th 2025 at 5:42 PM
Downloads:
73230
Follow Unfollow 823
Latest release (for Vintage Story 1.21.5 and 1.21.6, outdated):
FloralZonesCosmopolitanRegion-v1.0.11.zip  1-click install

This mod adds plants from all over the world, primarily adding circumpolar, pantropical and aquatic plants.

This mod includes:

Stats
Common Name Scientific name Size Temperature Precipitation Fertility Forest Altitude Additional spawn conditions Resources Ecoregions
                     
Fig-Leaf Gourd Cucurbita ficifolia 1 m+ W 17-31 55-100% 0.5-1 0-0.6 0.3-0.7   Fruit Pacific Nearctic, Atlantic Nearctic, Pacific Neotropic, Atlantic Neotropic
Black Crowberry Empetrum nigrum 0.3 m H -18--2 12-100% 0-0.4 0-0.2 0-0.69   Fruit Atlantic Palearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Pacific Nearctic, Atlantic Nearctic, Atlantic Neotropic
Common Juniper Juniperus communis 1.5 m H -12-12 15-100% 0-1 0-0.8 0-0.7   Fruit Pacific Nearctic, Atlantic Nearctic, Atlantic Palearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic
Cloudberry Rubus chamaemorus 0.25 m H -14-4 8-100% 0-0.4 0-0.6 0-0.21   Fruit Atlantic Palearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Pacific Nearctic, Atlantic Nearctic
Vanilla Vanilla planifolia 1 m+ W 22-40 88-100% 0.6-1 0.8-1 0-0.53 On surface plus under trees Fruit Pacific Nearctic, Atlantic Nearctic, Pacific Paleotropic, Atlantic Paleotropic
Garlic Allium sativum 1 m H 7-14 44-65% 0.3-1 0-0.5 0-0.64   Vegetable Atlantic Palearctic, Central Palearctic, Eastern Palearctic
Sweet Potato Ipomoea batatas 1 m+ W 21-40 60-100% 0.6-1 0-0.3 0-0.68   Vegetable, Grain Pacific Nearctic, Pacific Neotropic, Atlantic Neotropic, Oceania
Bean Phaseolus vulgaris 0.2-0.6 m H 16-40 50-100% 0.6-1 0-0.5 0-0.7   Legume, Vegetable Atlantic Nearctic, Pacific Nearctic, Atlantic Neotropic, Pacific Neotropic
Maize Zea mays 1.2-4 m H 14-34 60-100% 0.6-1 0-0.4 0-0.8   Grain, Flour Atlantic Nearctic, Pacific Nearctic, Atlantic Neotropic, Pacific Neotropic
Golden Leather Fern Acrostichum aureum 1.5 m H 24-40 70-100% 0.6-1 0-1 0-0.15     Pacific Nearctic, Atlantic Nearctic, Atlantic Palearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Pacific Neotropic, Atlantic Neotropic, Atlantic Afrotropic, Eastern Afrotropic, Australasian, Oceania
Antarctic Hard-Fern Austroblechnum penna-marina 0.12 m H 4-16 55-100% 0.7-1 0-0.5 0-0.6     Pacific Neotropic, Atlantic Neotropic, Australasian, Oceania
Fireweed Chamaenerion angustifolium 0.5-2.5 m H -14-6 17-100% 0.3-0.7 0-0.4 0-0.8   Vegetable Atlantic Palearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Pacific Nearctic, Atlantic Nearctic
Reindeer Lichen Cladonia rangiferina 0.1 m H -22-6 35-100% 0-0.3 0-1 0-0.42   Food (no nutritional value) Atlantic Palearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Pacific Nearctic, Atlantic Nearctic
Giant Crinum Lily Crinum asiaticum 1.2 m H 16-40 71-100% 0.6-1 0.3-0.5 0-0.29 Near Water   Central Palearctic, Eastern Palearctic, Pacific Palearctic, Australasia, Oceania
Creeping Water Primrose Ludwigia peploides 2-3 m W 10-40 62-92% 0.5-1 0-1 0-0.61 Near Water, In Water   Pacific Nearctic, Atlantic Nearctic, Pacific Neotropic, Atlantic Neotropic, Australasia
Bogbean Menyanthes trifoliata 0.3 m H -8-10 28-100% 0-0.5 0-0.4 0-0.72 Near Water Food (no nutritional value) Atlantic Palearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Pacific Nearctic, Atlantic Nearctic
Northern Labrador Tea Rhododendron tomentosum 0.5 m H -13-4 12-55% 0-0.4 0-0.4 0-0.56     Atlantic Palearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Pacific Nearctic, Atlantic Nearctic
Bay Cedar Suriana maritima 1-2 m H 22-40 53-77% 0-0.65 0-0.3 0-0.02 Near Water   Pacific Nearctic, Atlantic Nearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Pacific Neotropic, Atlantic Neotropic, Eastern Afrotropic, Australasia
saltmarsh bulrush Bolboschoenus maritimus 1m H -4-22 20-100% 0.5-1 0-0.2 0-0.01 Near Water Reeds Pacific Nearctic, Atlantic Nearctic, Atlantic Palearctic, Central Palearctic
Carolina Cabomba Cabomba caroliniana 0.3-10 m H 8-40 12-100% 0.6-1 0-0.4 0-3 m D, 0-0.08 In Water   Pacific Nearctic, Atlantic Nearctic, Pacific Neotropic, Atlantic Neotropic
common reed Phragmites australis 3-6m H 0-40 50-100% 0-1 0-0.3 0-0.45 Near Water Thatch Pacific Nearctic, Atlantic Nearctic, Atlantic Palearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Atlantic Afrotropic, Eastern Afrotropic, Australasia
Water Lettuce Pistia stratiotes 0.46 m W 19-34 22-100% - - 0-0.4 In Water   Pacific Nearctic, Atlantic Nearctic, Atlantic Palearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Pacific Neotropic, Atlantic Neotropic, Atlantic Afrotropic, Eastern Afrotropic, Australasian
Sea Lettuce Ulva lactuca 0.6 m H -6-40 5-100% 0-1 0-1 0-6 m D In Water Vegetable Pacific Nearctic, Atlantic Nearctic, Atlantic Palearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Pacific Neotropic, Atlantic Neotropic, Atlantic Afrotropic, Eastern Afrotropic, Australasian, Oceania
Floating Bladderwort Utricularia gibba .25 m (but forms mats) 2-34 55-100% - - 0-0.24 In Water   Pacific Nearctic, Atlantic Nearctic, Atlantic Palearctic, Central Palearctic, Atlantic Afrotropic, Eastern Afrotropic
Green Alder Alnus alnobetula 3-12 m H -20-6 8-100% 0.2-0.7 0.5-1 0-0.6 (0.62)   Seeds Atlantic Palearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Pacific Nearctic, Atlantic Nearctic
Coconut Palm Cocos nucifera 20-30 m H 19-40 60-100% 0-1 0-0.5 0-0.4 (0.54)   Firewood, Thatch, fiber, fruit, vegetable, flour Pacific Nearctic, Atlantic Nearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Pacific Neotropic, Atlantic Neotropic, Eastern Afrotropic, Australasian, Oceania
Papaya Carica papaya 5-10 m H 23-34 30-100% 0.3-1 0.4-0.7 0-0.6 (0.63)   Fruit, Firewood Pacific Nearctic, Atlantic Nearctic, PacificNeotropic, Atlantic Neotropic
White Mangrove Laguncularia racemosa 5-10 m H 20-40 55-100% 0-1 0.4-1 0 (0.4) Near Water Fruit, Firewood Pacific Nearctic, Atlantic Nearctic, Atlantic Palearctic, Atlantic Neotropic, Pacific Neotropic
Red Mangrove Rhizophora mangle 6-10 m H 18-40 60-100% 0.6-1 0.4-1 0 (0.4) Near Water Firewood, Tannins Pacific Nearctic, Atlantic Nearctic, Atlantic Palearctic, Pacific Neotropic, Atlantic Neotropic, Atlantic Afrotropic
Mangrove Apple Sonneratia caseolaris 5-15 m H 22-40 66-100% 0.3-1 0.8-1 0 (0.4) Near Water Fruit, Firewood Central Palearctic, Eastern Palearctic, Pacific Palearctic, Eastern Afrotropic, Australasian, Oceania

 

 

Compatibility
Ancient Tools: Adds wood product blocks, items and recipes from FZ wood types
Biomes: This mod adds plant life to all default Realms
Wildcraft: Adds storage flags used by Wildcraft bags so FZ content can be added to WC bags

 

Features:
The plants in this mod will spawn between 80 and 0 degrees latitude in a normal world climate.
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 IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.0.11 floralzonescosmopolitanregion 24514 Nov 23rd 2025 at 9:43 PM FloralZonesCosmopolitanRegion-v1.0.11.zip 1-click install

Added-Useful Trader Compatibility (Thanks Droseran!)
Added-Russian Translation (Thanks Nikuksis!)
Fixed-Vegetables in wrong slot in scrambled eggs

1.0.10 floralzonescosmopolitanregion 3776 Nov 6th 2025 at 4:28 PM FloralZonesCosmopolitanRegion-v1.0.10.zip 1-click install

Fixed-section of barrel recipe incorrectly commented out

1.0.9 floralzonescosmopolitanregion 419 Nov 5th 2025 at 9:25 PM FloralZonesCosmopolitanRegion-v1.0.9.zip 1-click install

Tweak-Short Coconut palm tree shape

1.0.8 floralzonescosmopolitanregion 836 Nov 3rd 2025 at 5:22 PM FloralZonesCosmopolitanRegion-v1.0.8.zip 1-click install


Fixed-Removed non-essential strings from file

1.0.7 floralzonescosmopolitanregion 3447 Oct 26th 2025 at 5:15 PM FloralZonesCosmopolitanRegion-v1.0.7.zip 1-click install

Added-Custom berry bush class to stop them from being pruned (Thanks Ape!)
Added-Mashed papaya, fig-leafed gourd, black crowberry, juniper and cloud berry to small trough
Added-Ukrainian Translation (Thanks Deanbro!)
Fixed-Typo in populated bulrush skep

1.0.6 floralzonescosmopolitanregion
1.21.4 - 1.21.5
11133 Sep 26th 2025 at 4:19 PM FloralZonesCosmopolitanRegion-v1.0.6.zip 1-click install

Tweak-Bulrush and common reed reset temps and seasonal die off temps

1.0.5 floralzonescosmopolitanregion
1.21.0 - 1.21.1-rc.1
10724 Aug 31st 2025 at 3:26 PM FloralZonesCosmopolitanRegion-v1.0.5.zip 1-click install

Added-treeseed necklaces
Added-jam strings
Added-Bulrush, Coconut husk, Palm frond Basket
Added-Bulrush, Coconut husk, Palm frond Basket trap
Added-Bulrush, Coconut husk, Palm frond Handbasket
Added-Bulrush, Coconut husk, Palm frond Skep
Added-hitbox to larger juniper bush
Fixed-Fireweed meal color
Fixed-Vanilla extract not showing in meals recipes
Fixed-Vanilla visual bug
Tweaked-Temperature range of all plants, now closer to irl latitudes
Updated-Berry bush blocks now have realistic empty, flowering and fruiting durations
Updated-bulrush bundles, whole coconuts and coconut husk floor pileable
Updated-dough recipes to use new 1.21 format, added jug recipe
Updated-meal patches to use new 1.21 format

1.0.4 floralzonescosmopolitanregion
1.20.11 - 1.20.12
12437 May 15th 2025 at 7:50 PM FloralZonesCosmopolitanRegion-v1.0.4.zip 1-click install

Added- garlic, sweet potato, beans, green beans, maize, fireweed shoots, reindeer lichen, bogbean roots, sea lettuce and papaya, fig-leafed gourd, black crowberry, common juniper, cloud berry fruit mashes can be added to troughs
Tweak-Fruitpress recipe updated to use rod instead of bars
Fixed-Added missing recipes, recipe strings and incorrect meal shapes and colors

1.0.3 floralzonescosmopolitanregion 503 May 12th 2025 at 4:50 PM FloralZonesCosmopolitanRegion-v1.0.3.zip 1-click install

Fixed-WC bag compat file placement

1.0.2 floralzonescosmopolitanregion 960 May 7th 2025 at 10:17 PM FloralZonesCosmopolitanRegion-v1.0.2.zip 1-click install

Added-Wildcraft basket compatibility
Added-Saltmarsh Bulrush and Common Reed now scythable
Tweak-Reindeer Lichen less common in areas with above freezing annual average temps
Fixed-Missing audio for Coconut quad blocks

1.0.1 floralzonescosmopolitanregion 2266 Apr 18th 2025 at 2:44 PM FloralZonesCosmopolitanRegion-v1.0.1.zip 1-click install

Fixed-Rendering bug where shadows were solid planes
Fixed-Added Mangrove apple and white mangrove seed drops
Fixed-corn porridge being labled as rice
Fixed-corn and sweet potato beverages having their strings swapped

1.0.0 floralzonescosmopolitanregion 2215 Apr 4th 2025 at 8:26 PM FloralZonesCosmopolitanRegion-v1.0.0.zip 1-click install

Launch


110 Comments (oldest first | newest first) (threaded | flat)

SirMoretorByke, 4 days ago

I hope a lot of your mods become updated to work with the new version. I just got this game and want to play with your mods :D Thanks mate

Starcluster, May 8th at 3:16 AM

Hope this mod along with your other mods get updated soon. I honestly could not play without the way they make this game look and feel.

Coltrer, May 3rd at 3:42 AM

If I want to have all plants that are added by the "Floral Zones" mods, do I need to install only the Cosmopolitan Region here, or do I need to install the other mods aswell?

And are they compatible with each other, or do I have to decide which ones I use for a fresh start in a new world?

Aneghost, May 3rd at 2:15 PM
@Coltrer: If I want to have all plants that are added by the "Floral Zones" mods, do I need to install only the Cosmopolitan Region here, or do I need to install the other mods aswell? And are they compatible with each other, or do I have to decide which ones I use

Each 'Floral Zones' mod adds different plants, flowers and trees based on regions indicated. You can use all of them, some zones even overlap flora.

I install all of them and they're perfectly compatible. Usually, they're even compatible with similar mods and worldgen mods as well.

Whether it's compatible with 1.22, idk. 

Waldo_Kun, Apr 26th at 1:11 PM

ThreeHeadedDingo Yeah we just gotta wait for all of them to be updated. Its gonna be a while tbh

ThreeHeadedDingo, Apr 23rd at 9:04 PM

Just wanted to add that with 1.22, a lot of these Floral Zones mods seem to have issues mapping their wood to some existing vanilla recipes (just a guess, I don't know exactly how it works under the hood). As a result, some recipes can't be made at all with Floral Zones woods.

I believe the source of this is probably brought up in the error messages that appear on world load.

Queerwolf, Apr 14th at 1:00 AM

Something's not playing nice. I can't seal the barrel of juniper juice to make smreka, but the handbook says that's exactly what I'm supposed to do. Help?

Randompug, Apr 13th at 7:07 PM

Honestly I can't believe garlic isn't already in the game

sebajunee, Apr 8th at 3:59 PM

Curious if anyone has any trouble with adding this to their mod folder and playing on an exsisting world? Specifically 1.21.6

Randompug, Apr 7th at 3:49 AM

I'm getting Junipers in my 25C area, it says -12-12 so I assume that's some sort of bug

amaranthinos, Mar 28th at 9:38 PM

I remembered a couple things as well (opting to make a new comment vs editting in case you've seen the previous already):

 

In 21.5 I know, potentially also in 21.6, common reeds have a tendency to reset the timer and show as harvested once you've harvested them the first time.  It would be a couple of - 3 days before they would be ready to be harvested again but at some point the timer would reset to be 100+ hours before ready. Saltmarsh bulrush may be having the same issue in 21.6.  I didn't have any (saltmarsh) in 21.5 (different seeds/worlds).

I do have the calendarspeedmul changed for 1 in game day = I think 3-4 rl hours, so it's hard to test.  The reeds aren't immediately next to me, although I do have saltmarsh that I've placed down nearby.  I also put a singular saltmarsh in the middle of my base and I feel like I've seen it reset (not actively, but just noticed that the reharvest timer went up again).  Frankly, idk if there's a bug or if I'm going crazy 😬

 

In 21.5, I noticed that common reeds would be ready to be harvested again but still have the harvested texture.  I'm not sure if this is happening in 21.6 as well, as I'm more having the previously mentioned issue.

amaranthinos, Mar 28th at 9:14 PM

I was wondering where I can tweak the code for bogbeans and reindeer lichen.  In 21.5 I was able to attach bogbeans to each other even if it was over water.  Now, in 21.6, it says fertile ground needed.  For reindeer lichen, I was wanting to add the vegetable nutrition.

 

(I originally tried searching through the code a couple weeks ago I think but couldn't find the items.  I haven't tried looking again though.)

RyothStormsEdge, Mar 2nd at 5:09 PM (modified Mar 4th at 5:11 AM)

I apologize if you've been asked this question 5 billion times, but what are you thoughts on compatibility with A Culinary Artillery and Expanded Foods? I'd love to make dragonfruit breads lol

ArcticTron, Feb 28th at 6:01 PM

Squinchslob

Bit of a late reply but I can answer this question you have about the shelf life of juniper berries. The answer is that irl they aren't really berries, they are modified conifer cones that have become fleshy scales. As a result they have a shelf life more akin to that of something like a pinecone rather than a true berry.

I myself was kind of suprised to learn some time ago that there are conifer trees that have soft, fleshy cones. Really interesting.

Gingertea, Feb 21st at 9:38 PM

Is there a plan to do a Latin American Floral Zones mod ?

Randompug, Feb 21st at 1:26 AM

I cannot for the life of me find maize anywhere! I want to be Mexicamaxxing!

Squinchslob, Jan 26th at 10:55 PM

Why do juniper berries have 108 days of shelf life lol?

Smokefairydust, Jan 13th at 1:54 AM

Using the hyrdate and diedrate mod i can no longer eat the bladderwort for some reason, which sucks it was a cool feature

 

Brady_The, Jan 2nd at 8:50 PM (modified Jan 2nd at 8:51 PM)

Tentharchitect Regarding the Vanilla extract recipe ingredients issue: Ingredients containing a wildcard requiere a name in the recipe, regardless of whether you are going to use that variable anywhere or not.

Monkeylord, Dec 30th 2025 at 10:28 PM

Botanist here! Great job with this mods, they are truly incredible and really, really well made. Some nice plants that could be added to this modpack (or some simmilar one in the future) are dandelion (Taraxacum officinale) wich could be an edible and abundant plant, greater plantain (Plantago major) wich could be used for poultices, giant reeds (Arundo donax) wich could be used for thatch and/or "bamboo" and figs (Ficus carica) as a fast growing, easy to propagate fruit tree. Of course these are just things I'd like to see, the mod is great as it is ^^

JR_, Dec 23rd 2025 at 5:58 PM

Is there a reason why the berries from this mod take 30-60+ days to flower and ripen? The vanilla berries take maybe 10 days or so to flower and ripen, so I'm super hesitant to use Goji berries or Juniper in meals, since I can barely get any after the immediate area is foraged clear

StorytellerWMD, Dec 16th 2025 at 4:23 PM

I do not make mods so I am sure it is more complicated than I could possibly imagine, but are there any plans for this mod to have full compatibility with Expanded Foods? I love to live in the frozen north, so being able to actually grow stuff up there is great. But it would be sweet if I could make muffins and dumplings with it.

Tentharchitect , Dec 2nd 2025 at 11:36 PM

Thanks weirdcress glad you're enjoying it! Flishster is from the Floral Zone the appalachian mountain plants are a part of and I believe he has a couple of those planned. Sphagnum is might very well be on a roster planned already

We're keeping the name convention same as base game since the process isn't exact to irl, but hopefully we'll get more detail with the alcohol processing and cen be more precise later Grimmithy

Grimmithy, Nov 30th 2025 at 2:35 AM

I would like to request that Maize not be turned into "Corn Vodka" and instead be turned into Whiskey like Jack Daniel's intended.

weirdcress, Nov 25th 2025 at 2:22 AM

all the mods in this series are fantastic.  

wondering if we will ever see Sphagnum moss added in a mod? Maybe its absorbent qualities could be used for something.

personally i would love to see appalachian mountains plants (american chestnut, paw paw tree, katniss/wapato, ramps, Trilliums, purple pitcher plant, ladyslipper orchid, rhododendron, Mayapples, etc) but there are so many wonderful plants in the world to explore...

Tentharchitect , Nov 21st 2025 at 4:16 PM

Thanks for confirming that PeterSanderson

Plants won't appear over time, but they will be present in new chunks Nekomancerr

Nekomancerr, Nov 19th 2025 at 11:18 AM

I've got a question if i am to add this to a running server will the plants appear over time or do i need a full fresh start

PeterSanderson, Nov 15th 2025 at 4:40 PM

Tentharchitect You can remove it for now I think, further testing seems to show it was a corrupted download and reinstallation seems to have cleared it up

Tentharchitect , Nov 14th 2025 at 8:16 PM

Nor am I Kyokui I've tried a few different things and the liquor isn't showing up in the crafting ui
Thanks Nikuksis I'll get them in the next update!
I'll put that on the bug list, but I'm unsure why that would have happened PeterSanderson

PeterSanderson, Nov 14th 2025 at 6:01 PM (modified Nov 14th 2025 at 6:02 PM)

I updated to the latest version, the server appeared to do a remap, but I have at least these two plants showing as "?"
Any suggestions?

https://ibb.co/B2K5qVqv

https://ibb.co/CKswyyGd

Nikuksis, Nov 12th 2025 at 3:03 PM (modified Nov 12th 2025 at 3:04 PM)

Hi! Thanks for another awesome mod!
Please take russian translation:
https://drive.google.com/file/d/1QlPuyS4T-4BZy8uSM4uyveoTALH_rrbB/view?usp=sharing

 

Also caribbean translation subfolder in this mod:
https://drive.google.com/file/d/1jJQyoMHAHMxTD33nxAA3zb_Z7VmQwS9k/view?usp=sharing

Kyokui, Nov 7th 2025 at 7:42 AM

The problem with barrels has been solved in the most recent update, but vanilla extract seems to still be having issues.

 

For some reason, there isnt a 2nd ingredient for vanilla extract recipe loading.... Not sure why

Tentharchitect , Nov 6th 2025 at 4:31 PM

Hopefully should have fixed this, let me know if it continues Permarin1

Sounds like you're frustrated, and I'm sorry for any conflict but please don't send me the same message 7 times. I don't have a PR manager so checking messages directly reduces the rate I can fix these issues IgnisPolonia

Permarin1, Nov 6th 2025 at 4:18 PM

Tentharchitect

Flish

 

kindof similar to IgnisPolonia

im having an issue with this specific flora mod. when im trying to do barrel crafting i have discovered that the crafting is gone after updating to the 1.0.9 version

 

https://imgur.com/a/MsTuXbR

 

here is a imgur link with further explanations. i hope you can resolve this issue swiftly, so it wont be present down the line, and probably harder to fix.

IgnisPolonia, Nov 6th 2025 at 2:34 PM

I've found the reason why the Wildcraft pulp wine recipe isn't working. It's one of the Flora Zone mods that's causing this; something happened after the last update. Dear author, please fix this bug.

IgnisPolonia, Nov 6th 2025 at 2:08 PM

There's some kind of conflict. I used to make wine by adding two liters of pulp to ten liters of juice. Now it doesn't work at all, and I can't close the barrel. What's more, regular juice doesn't close the barrel either. I have expaded foods, but I doubt that's it. Basically, the pulp-adding mechanism is broken.

Tentharchitect , Nov 5th 2025 at 9:36 PM

I've poked around with it a few times, but yes we can't get spirits to show up in recipes mh55 you combine it with potato, corn or cassava spirits

mh55, Nov 4th 2025 at 1:19 PM

the vanilla extract recipe seems to be bugged, it shows nothing as an ingredient next to the vanilla beans in the handbook recipe

Tentharchitect , Oct 28th 2025 at 9:53 PM

There is the Caribbean Floral Zone for the time being, but the rest will be in at one point or another Gingertea

You can use all of them together, they all add 30+ plants from the region they are themed around (or in this mod's case, plants that cover a large area of the world) and you can mix and match as desired. They are broken into modules due to both the file upload limit of the ModDB, so folks can do region themed play throughs and for a few other reasons Damonicus1986

Damonicus1986, Oct 28th 2025 at 1:31 PM

do i understand it correctly that either i use this one or i use the specific ones but not together ? or am i overthinking ? 

Gingertea, Oct 28th 2025 at 9:30 AM

need a latin american version of these mods :)

 

Tentharchitect , Oct 27th 2025 at 3:43 PM

Are you using the latest version that fixed this or did that bug persist? rayllis689

rayllis689, Oct 27th 2025 at 1:31 AM

Typo on Populated bulrush skep - shows up as: Populated pbulrush skep.

Tentharchitect , Oct 24th 2025 at 10:38 PM

You'd change their weight in the patches folder EthelVril

EthelVril, Oct 23rd 2025 at 9:44 PM

How do I limit/disable alders from spawning? They spawn absolutely everywhere at higher humidity settings

Tentharchitect , Oct 14th 2025 at 5:37 PM

I've never tested the basket traps but the foods should work like a lure as I've tested that. That said, the traps are a little wonky at the moment so it could be a mix of things AzuliBluespots

AzuliBluespots, Oct 14th 2025 at 2:32 PM

Btw, just making sure, do the floral zones basket traps (palm, porcupine grass and so on) and/or floral region grains like Oats actually affect animals? I've been trying to catch baby goats to no avail, they don't even get close to the trap, and I noticed some modded animals ignoring it too. (but they also were ignoring a fully vanilla trap, so that's probably broken on their side)

Tentharchitect , Oct 5th 2025 at 3:29 PM

Currently you cannot as the sailboat crafting system is very resistant to adding modded woods, you can cheat in sailboats of those types though AzuliBluespots

For FotSA pelts, you need to craft them in a grid with a knife to get the base game hide and then craft those into leather. The exception is with the Pantherinae mod and upcoming updates, where you can oil and salt the hides in the animal version and then cut them into the generic version Worth

Thank you for saying so, I didn't tell anyone about that and was hoping someone would notice XD Fantast

Fantast, Oct 4th 2025 at 8:52 PM

i just noticed and crafted the coconut amulet 😂 i love this thing, thank you

Worth, Sep 28th 2025 at 11:39 PM (modified Sep 28th 2025 at 11:40 PM)

Hey there!

I really love all of these mods, and something I keep running into is I'm not sure what to do with all of the various pelts .... Is there a way to tan/oil these into useable leather? Thanks for your time!

edit: okay I'm kinda stupid & commented on one of the flora instead of fauna ones :( 

AzuliBluespots, Sep 28th 2025 at 12:46 PM

Say, can we use the new wood types to make the sailboats? 

Ardail, Sep 27th 2025 at 1:25 AM

CannelleYT you can also edit the file to reduce the amount of spawns you'll see of a plant or if you feel one is too op you can "snip" it out by removing it's ability to spawn in general
I've done that with the red river gum trees before in a desert playthrough because the style of tree just didn't match what I wanted the landscape to look like

Tentharchitect , Sep 26th 2025 at 4:25 PM

I'm glad you're enjoying the art of this mod series CannelleYT Though your preferences and suggestions do not fit with this projects main goals. We wanted to add enough biodiversity that one can play in any part of the world and breaking up the series into 200+ mods so each one only had 5-6 plants would be exhausting to maintain, while only having 5-6 plants per floral zone would mean there would be almost no plant life when used in conjuncture with the Biomes mod, which this is balanced around.

CannelleYT, Sep 25th 2025 at 8:48 PM (modified Sep 25th 2025 at 8:58 PM)

I've installed all the mods in the Floral Zones series. In terms of variety and beauty, they're perfect. However, it's far too easy to obtain a significant amount of food from certain edible plants that it greatly reduces the difficulty.

Perhaps it would have been better to make these plants usable only for stews (you know, they could have been used as a spice or whatever).

I think, for that matter, I would have preferred a mod that added a few new plants (like 5 or 6) but that was really well integrated and translated. Lighter content is easier to update and translate than mods that add a huge number of new plants. Trying to create too many new plants is easy to get lost.

Tentharchitect , Sep 24th 2025 at 10:16 PM

Flish and I are aware, the categories are based on how they are set up in the game files. The common juniper is set up like a berry bush so it's in that section, just like how Jackal Fruit and some other non-berries are. 

Penggers, Sep 24th 2025 at 5:50 PM

I know it's technically a small, unimportant complaint, but after taking courses in both Dendrology and Plant Taxonomy, the fact that Juniperus communis is listed as a berry bush got on my nerves, so I just wanted to set the record straight.  Juniper "berries" are not berries; they are woody cones, similar to other pinecones.  Juniperus communis, like other species of juniper, is in the cypress family alongside things like Eastern Red Cedar.  The common juniper is an evergreen shrub to small tree, and although it is one of the edible ones, it would not in any way be considered in the same group as what we would usually refer to as "berry bushes."  That's my own personal pet peeve aired, so no worries otherwise.  (To be fair, when I saw the word "Juniperus" in game the first thing I envisioned was a red cedar)

RaptorMother, Sep 23rd 2025 at 5:30 PM

fair enough! Looking forward to the gardening features whenever that happens :)

Tentharchitect , Sep 23rd 2025 at 3:16 PM

At the moment no, with some gardening features on the road map we didn't want to create a new system only to need to switch over to a new one when it comes to the base game. So some are currently depletable RaptorMother

RaptorMother, Sep 23rd 2025 at 10:23 AM

I love these mods! Is there any way for some of these plants to be "farmed", in a sense? Fireweed, lichen, bogbean... they're wonderful but basically depletable resources that you can't get more of unless you move out, unless I missed something

Mulciber, Sep 16th 2025 at 1:37 AM

Tentharchitect

Thanks for your response and continued work on the series.  I'll see if I can't figure out how to reduce their spawning by looking through the mod files.

Tentharchitect , Sep 15th 2025 at 4:06 PM

I'm unaware of their compatibility, haven't used that mod that I can recall Sianks

Yeah, common reeds are notoriously common, and irl can create thickets kilometers across. You are welcome to go into the worldgen block patch files and reduce their chance of spawning, though I cannot add all the config options folks have asked for without giving up forward progress on my mod series. Mulciber

Mulciber, Sep 10th 2025 at 3:30 AM

Thank you for putting together such a lovely suite of mods to make the VS world even more vibrant.

A small piece of feedback on the common reeds--they seem to populate at a much greater rate than other flora.  Since they obscure vision by 2 blocks high unless you dig them out, I was hoping for an option to either reduce their spawn rate or remove them.  I like the additional source of thatch, but there are so many reeds in my new world, I literally can't see where I'm going sometimes!  :)

Thank you again.

Sianks, Sep 9th 2025 at 4:21 PM

Tentharchitect Do you know if your Flora series is working with Wild Farming Revival? I cant see any official patch for either of mods in either of description, or maybe i overlooked it

Tentharchitect , Sep 8th 2025 at 4:00 PM

If you want to send them my way, I'm happy to add them! I personally don't make the translation files, just add the ones folks send me after a quick check in google translate to make sure they aren't silly TheDude

So I'm guessing that is an ai summary, but what I believe the issue is is that purposefulstorage and or foodshelves is set up to accept any {wood} plank in their recipes and doesn't limit it to just the base game wood types. As such, it is drawing {wood} from any domain and expecting them to be in the game domain. The change will need to be implemented on that mod's recipe. Sianks

No chance of me making it, I still have tons to do and compatibility is low on my personal priorities. If you want it implemented, write the patches and send them my way or find someone willing to do so and I'll happily add them NukoSan

NukoSan, Sep 7th 2025 at 11:19 AM

any chacne of making this xskill compatibile?

Sianks, Sep 6th 2025 at 9:16 PM (modified Sep 6th 2025 at 9:19 PM)

I found some issue while running Food storage and Purposeful Storage alongside Flora mods, but theres one issue from mod itself (About oil Lamp) thats appearing and other people expereinced it too i see

Spoiler
  1. FloralZones (region mods)

    • Error: At least one recipe (oil lamp cleaning.json) fails because it expects game:claypot-molybdochalkos-fired, which doesn’t exist in your load order 【18†server-main.log

      server-mainds with warnings

      Spoiler

      From looking closely at your log, the specific FloralZones packs that are breaking recipes are the ones that add exotic tree species / planks.

      Your errors mention missing planks like:

      • game:plank-afrocarpusfalcatus

      • game:plank-podocarpustotara

      • game:plank-nothofagusmenziesii

      • game:plank-microcachrys

      • game:plank-dacrydiumcupressinum

      Those are not vanilla woods – they come from FloralZones_ biome/tree mods*.
      So the culprit is FloralZones Exotic Trees pack(s).


      Why this breaks

      • Mods like FoodShelves and PurposefulStorage have recipes that specifically require those exotic planks.

      • But in your load order, the FloralZones mod either:

        1. Didn’t register those trees (maybe a partial install), or

        2. Is out of date for 1.20/1.21, so the block codes changed.

      So the downstream mods (FoodShelves, PurposefulStorage, BetterRuins) keep trying to use plank codes that don’t exist, hence all the recipe errors.

TheDude, Sep 2nd 2025 at 6:58 PM

Hello, I would like to propose a French translation of the common names of all the species in the Floral Zones mod. Is this possible ?

Tentharchitect , Aug 28th 2025 at 3:25 PM

The bioregions mods are in fact not compatible with Biomes, but those are a different mod series that I've since removed. This is the Floral Zones series, which are compatible, though given the recent update there might be a temporary incompatibility until both are updated to the same version AzuliBluespots

AzuliBluespots, Aug 27th 2025 at 9:48 PM

There's a warning on the Biomes mod page that they shouldn't be used with the bioregion mods, or we might end up with barren worlds. This just happened to me, so, I guess it's not compatible anymore?

Tentharchitect , Jun 30th 2025 at 11:33 PM

The handbook is getting updated in 1.21 and should display the meals you can use them in. They are used in meat stew, scrambled eggs, soup and vegetable stew. If you harvest them early you get green beans instead, which can be pickled and used in the same meals, as well as porridge. Jasalina

Jasalina, Jun 29th 2025 at 4:37 PM

is there any use for beans? Handbook doesn't show anything except you get them from harvesting the bean plant 

 

Tentharchitect , Jun 23rd 2025 at 4:59 PM

So the reed isn't replacing anything, it has it's own unique models and textures. If you want to assign a different plants model and texture to the harvested mode you could alter the json files but there isn't an easy way of doing that as a setting.
As for why it looks like that, I modelled it off of how they look in the winter and how I've seen them look after being harvested with hand tools based on my personal experience. Once they've been harvested once, their block entity activates and the reeds will turn into their harvested version in winter, allowing them to look like their winter version seasonally. I imagine the base game didn't assign block entities on generation as an optimization thing. Lichterwolf

Lichterwolf, Jun 21st 2025 at 12:58 PM

Tentharchitect Flish
love the whole mod series, but is there a way to turn off the replacement of individual plants for example reed. 
The grown form is great but the harvested is pretty unrealistic and makes it hard to harvest.

Tentharchitect , May 31st 2025 at 5:53 PM

I'm currently working both jobs and have almost no modding time, but come September the Cosmopolitan animal pack number 2 and Circumboreal Floral Zone are my next two projects. Depending on how long the animals take, I expect the Circumboreal to come out in September through November Astro159

Astro159, May 29th 2025 at 11:50 PM

If I may ask, is there a estimated relese date for the next floral zone pack?

Tentharchitect , May 28th 2025 at 3:40 PM

The next planned pack is the Circumboreal Floral Zone, which covers those areas. Though we've prioritized plants from areas not as well covered by the base game within the Circumboreal, at least half of the plants in that pack are native to Europe GamerShane

GamerShane, May 27th 2025 at 7:12 PM

Do you have any plans to make a floral zone mod specifically for the more central parts of Europe? Like Germany, Poland, Czech area?

ComitatesSaxoni, May 12th 2025 at 4:59 PM

crumps Tentharchitect

I have already made a pull request to Dr. K's sling codebase that adds compatibility for the entire FZ series.

It should ensure that it works for quite some time and updates, since it targets entire woodblock variant files, not just variantbytypes.

Tentharchitect , May 11th 2025 at 6:54 PM

No worries about bugging, I'm sure it would be possible though for the most part I'm not making new compatibility stuff, just adding what folks in the community make. Like the latest wildcraft compatibility files were made and tested by HydromancerX. If you want to write up a compatibility file and send it my way I'd be happy to integrate it, I'm just in a situation where I have more requested of me than I could possibly do so try to be selective with what I add to my plate

crumps, May 10th 2025 at 9:04 PM

Tentharchitect hate to bug a bit more, but would it be possible for the woodtypes used in the various floral zone mods to use the tag 16384 or 16385 in the storageFlag? I'm using Dr. K's Slings for woodworking bags and in it he mentions: For an item to be put into the sling's inventory, it should contain bit 16384 in it's storageFlag in the json. (Usually storageFlag: 16385 for both general storage & woodworking bins.

 

Is it possible for the floral zone woodtypes to be update to be compatible? or is it something on that mods end that has to be done?

crumps, May 10th 2025 at 10:12 AM

Omg i was trying to remember this and i kept coming across the 6 kingdoms one. Good to see how you guys research :)

Tentharchitect , May 9th 2025 at 4:59 PM

We're following the Floristic Region system Armen Takhtajan built, as it had a good number of regions for doing packs, compared to the whole 6 Floristic Kingdoms, or the more precise systems that have 140-160ish regions. That system has the Rocky Mountain Floristic Region as the 4th region, and we'll be following that boundary for our picks. It's also the Floral Zone I live in, so I'm very familiar with the local flora and I'm looking forward to making that one!

crumps, May 8th 2025 at 2:32 AM

That's great to hear the idea of the Rocky mountains and mountain west is knocking around! Would you guys be combining California chapparal zones with Rocky mountains in general? Either way there's so many great species of trees and flowers out here like Sitka spruce, coastal redwoods and sequoias, Douglas fir, ponderosa pine, California poppies, fireweed, lupine, ah man so much. I live out in the mountain west and have traveled all over so I'd love to see it incorporated into the game. Lot of the species are already in the game too! Idk if you've driven out west here in the us but there's a lot of dandelions and sunflowers as well along the freeways, esp in Utah for some reason, so might be fun to add those too to the future zones. Dandelions grow like crazy here in CO

 

Thanks for the reply, love all your work in both the flora and fauna sets

Tentharchitect , May 7th 2025 at 11:21 PM

Hello! So the compatibility is adding a storage flag to a bunch of the FZ items, so they can be placed inside the Wildcraft baskets and any other containers that uses the same storage flag.

Glad you're enjoying it! I agree that the climate spawn conditions of some of the plants are strange, I'm guessing they were informed by game balance rather than reality, like the sunflowers being so tropical as well. Flish had been working on a mod that adjusts the base game plant spawn conditions to be more realistic, though I don't know where he is at on that. Whenever we get to the Rocky Mountain region, we'll no doubt add our take on a redwood species in both size and spawn conditions

crumps, May 7th 2025 at 10:46 PM

Heyo! Was curious what the wildcraft basket compat entails? That your blocks can be placed inside them. Or that there are new recipes that make equivalent baskets?

 

Love the series!!! My biggest one i would love to see would be a California redwood/west coast usa one because it makes me so so sad inside that they put they redwoods in tropical environments. Which I get cuz in prehistoric times it was, but modern coast redwoods are always found in mild, foggy, temperate climates. Being from California and seeing games put them in biomes equiavlent to costa rica, the Amazon, or other tropical environments always floored me. Hell even dropping them into your Mediterranean floral zone as a rare forest would make way more sense. Would love to see them pop up on high elevations with temperatures ranging from 8-16c annual or so. Or even just at ground level at this temp range.

crumps, May 6th 2025 at 10:55 PM

Absolutely killing it as usual!

Tentharchitect , May 6th 2025 at 3:01 PM

You can go into the block patches patches and change the chance value, though we'll be doing that soon with the next update and adding an increment so Reindeer lichen is rarer in temperate climates and has a slower gradient to replacing grass near the poles. Mollycoddle

Mollycoddle, May 6th 2025 at 4:11 AM

Is there a way to disable specific plants,or at least massively decrease their spawn area? Reindeer lichen is everywhere.

Tentharchitect , May 2nd 2025 at 3:24 PM

Looks like that crash relates to ACA, maybe because something is missing. At the moment vanilla extract should only be a sweetener for porridge, but the idea is that it could be used for mods like ACA and EF. A couple folks are in the process of making compatibility patches for it. 

Currently most don't have a way of propogating them, as we want to keep it in line with the base game. If I recall correctly, flower propagation is on the road map and we'll implement it when the game does, but don't want to do it twice in case our first method is incompatible with whatever the based game goes with

Cellany, May 1st 2025 at 10:21 PM

Is there any way to propogate the flowers and fruits for these mods? Similar to Wild Farming: Revivals Method, or any method really. Just curious. The Bay Cedar is wonderful but frustrating to get ahold of a large amount.

Silver_Glaceon, May 1st 2025 at 9:07 PM

Just wondering... Is there any use for vanilla extract currently? 

Also, was messing about in Creative Mode and decided to check out vanilla beans in the handbook, stumbling upon the vanilla extract recipe. There seems to be a blank icon in the mixing section as shown in the image below. Clicking on the blank icon crashes the game. 

 

Image: https://imgur.com/a/3UH7XXL

Crash Log: https://pastebin.com/MhmA6SVk

 

On another note though, been enjoying all of your Floral Zone mods, adds a lot of variety and colour to the game. c: 

MothHelix, Apr 30th 2025 at 6:36 AM

First of all, I adore these flora mods (and the fauna ones too, but I can't imagine playing without the flora now even as a new player).

 

On the topic of the lichen, the fix seems pretty simple: I unzipped it and changed the "varied patches of reindeer lichen" chance to spawn from 0.3 to 0.03. Since 'vast patches' are only 0.05, the 0.3 seemed like a typo.

 

I'm still finding a little patch of it here and there, but its not ubiquitous like it was. Now its like a 'oh yes, a patch of lichen! Delicious travel snack!' moment when I see it.

Tentharchitect , Apr 20th 2025 at 5:03 PM

We do need to tweak the reindeer lichen, might have to make more of a gradient in their spawn patches. They should be rare almost in all alpine climates, but once you get to the arctic they are almost as common as grasses

chisps, Apr 19th 2025 at 8:17 PM

Love all of these mods, they make the world feel so much more alive!

One note, I feel like reindeer lichen might be a little too common, it's absolutely everywhere lol

Tentharchitect , Apr 14th 2025 at 4:36 PM

Papaya seeds come from rotted papaya, might add a knife recipe as well for folks wanting to speed it up but haven't decided yet.
Thanks for the bug report, that fix should be coming soon, once I get the current round of commissions done I'll do a bug fix round

J4D10, Apr 13th 2025 at 8:37 PM

Does anyone know how to get papaya seeds? There seems to be no recipe or instructions for it.

tuesdaey, Apr 13th 2025 at 6:48 PM

the recipes for sweet potato ale and corn ale are flipped. in that, corn flour creates sweet potato ale, and sweet potato flour makes corn ale.

basfrasse, Apr 13th 2025 at 2:56 PM

TranshumanViking yes i use both and seems to work havant run in to any issues so far

TranshumanViking, Apr 12th 2025 at 5:20 PM

Is this compatible with mods like wildcraft and expanded foods?

Annastasija, Apr 9th 2025 at 6:41 AM

Yay Fireweed. Just like we have in Alaska <3 

Tentharchitect , Apr 7th 2025 at 4:41 PM

No, this is a new pack with 30 plants that wouldn't fit neatly into the other Floral Zone ranges. While a single pack is technically possible now, it would eventually be abandoned once the combined size surpassed the upload file size limit. K0TTINY

K0TTINY, Apr 7th 2025 at 12:43 PM

are these all your floral zone mods packed in a single mod???

Tentharchitect , Apr 6th 2025 at 5:20 PM

XD Thanks for the report!

Nebux, Apr 6th 2025 at 3:00 PM

bug: corn flower makes sweet potato ale and potato flower makes corn ale

also rice grain makes corn porridge

Tentharchitect , Apr 5th 2025 at 3:06 PM

Used with them, it's just another pack like any other but the plants included are those that wouldn't have neatly fit into a specific region's roster kastrom3

kastrom3, Apr 5th 2025 at 2:45 PM

Does this mod replace other mods in the Floral Zones series, or it be used with them?

Hydromancerx, Apr 5th 2025 at 6:38 AM

Yay so excited about this one!

Tentharchitect , Apr 4th 2025 at 8:35 PM

There isn't a config file for this mod, but that's already a built in feature with the Biomes mod compatibility. If you go into the Realms file of that mod's config and set the northern hemisphere to be just or at least centered on the Pacific Nearctic, you'll spawn in an area with PNW content for this and all other Biome's compatible mods. Aloy

Aloy, Apr 4th 2025 at 8:28 PM

Is there a config file? id love to set it to just PNW plants to be honest for my world- they look great!~