
Mods / Floral Zones: Mediterranean Region
Tags:
#Crafting
#Food
#Worldgen
Authors: Tentharchitect, Flish
Side: Both
Created: Nov 28th 2024 at 8:13 PM
Last modified: 6 days ago
Downloads: 21549
Follow Unfollow 278
Authors: Tentharchitect, Flish
Side: Both
Created: Nov 28th 2024 at 8:13 PM
Last modified: 6 days ago
Downloads: 21549
Follow Unfollow 278
Recommended download (for Vintage Story v1.20.10):
FloralZonesMediterraneanRegion-v1.0.12.zip
1-click install
This mod adds plants from the Mediterranean floristic region, filling out the roster of temperate and subtropical plants.
This mod includes:
Stats
Common Name | Scientific name | Size | Temperature | Precipitation | Fertility | Forest | Altitude | Additional spawn conditions | Resources |
Caper bush | Capparis spinosa | 1-3 m H | 13-26 | 20-62% | 0-0.7 | 0-0.6 | 0-0.48 | Vegetable,Fruit | |
Common Grape Vine | Vitis vinifera | 1 m W+ | 12-27 | 26-55% | 0.5-1 | 0.3-1 | 0-0.5 | On surface plus under trees | Fruit, dye |
Horseradish | Armoracia rusticana | 1-1.5 m H | 12-22 | 32-53% | 0-1 | 0-0.4 | 0-0.35 | Vegetable | |
Artichoke | Cynara cardunculus var. scolymus | 1.4-2 m H | - | - | - | - | - | Crafted? Seed Vessel? Trader? | Vegetable |
European Fan Palm | Chamaerops humilis | 2-5 m H | 14-29 | 12-55% | 0.4-1 | 0-0.3 | 0-0.15 | ||
Spiny Bear's Breech | Acanthus spinosus | 1.5 m H | 14-23 | 30-58% | 0.3-0.7 | 0-0.4 | 0-0.3 | ||
Common Snapdragon | Antirrhinum majus | 0.5-1 m H | 7-28 | 9-72% | 0-0.4 | 0-0.2 | 0-0.58 | ||
White Asparagus | Asparagus albus | 0.9 m H | 15-28 | 7-51% | 0-1 | 0-0.3 | 0-0.4 | ||
Field Marigold | Calendula arvensis | 0.5 m H | 11-29 | 12-55% | 0-1 | 0-0.3 | 0-0.28 | dye | |
Velvet Centaurea | Centaurea gymnocarpa | 0.8-1 m H | 13-20 | 29-34% | 0-1 | 0-0.3 | 0-0.31 | ||
African Cyclamen | Cyclamen africanum | 0.5 m W | 20-24 | 31-37% | 0-0.8 | 0.3-1 | 0-0.1 | On Surface Plus Under Trees | |
Cardoon | Cynara cardunculus | 0.8-1.5m H | 13-23 | 21-55% | 0.3-1 | 0-0.3 | 0-0.1 | Vegetable | |
Carnation | Dianthus caryophyllus | 0.8 m H | 12-23 | 35-55% | 0-1 | 0-0.3 | 0-0.56 | ||
Dewy Pine | Drosophyllum lusitanicum | 0.5 m H | 17-23 | 31-62% | 0-0.4 | 0.2-0.4 | 0-0.2 | ||
Joint Pine | Ephedra fragilis | 2 m H | 18-30 | 14-37% | 0-0.3 | 0-0.2 | 0-0.65 | ||
Tree Heather | Erica arborea | 1-4 m H | 13-24 | 34-55% | 0-0.3 | 0-0.3 | 0-0.8 | ||
Blue Spurge | Euphorbia myrsinites | 0.2 m H | 16-23 | 29-56% | 0-0.3 | 0-0.2 | 0-0.76 | ||
Resin Spurge | Euphorbia resinifera | 0.6 m H | 21-27 | 7-19% | 0-0.3 | 0-0.2 | 0-0.68 | Poultice | |
Rush Daffodil | Narcissus jonquilla | 0.3-0.6 m H | 22-29 | 8-55% | 0.3-1 | 0-0.4 | 0-0.07 | ||
Italian Orchid | Orchis italica | 0.5 m H | 15-24 | 29-55% | 0-1 | 0-0.2 | 0-0.41 | ||
Common Houseleek | Sempervivum tectorum | 0.5 m W | 3-20 | 50-62% | 0-0.4 | 0-0.3 | 0.28-0.65 | ||
Milk Thistle | Silybum marianum | 0.3-2 m H | 7-28 | 9-55% | 0.4-1 | 0-0.4 | 0-0.55 | ||
Blue Throatwort | Trachelium caeruleum | 1.2 m H | 13-22 | 34-55% | 0.3-1 | 0.1-0.4 | 0.22-0.38 | ||
Common Gorse | Ulex europaeus | 2-3 m H | 8-20 | 24-55% | 0-1 | 0-0.3 | 0-0.4 | dye | |
Giant Fennel | Ferula communis | 1-2.5 m H | 13-28 | 8-69% | 0-1 | 0-0.5 | 0-0.62 | Vegetable, resin | |
Spanish Broom | Spartium junceum | 2-4 m H | 12-28 | 17-69% | 0-0.3 | 0-0.3 | 0-0.28 | Fibers, Dye | |
Bay Laurel | Laurus nobilis | 7-18 m H | 13-22 | 34-62% | 0-1 | 0-1 | 0-0.28 (0.4) | vegetable, firewood, seeds | |
Aleppo Pine | Pinus halepensis | 15-25 m H | 13-25 | 12-55% | 0-0.8 | 0-1 | 0-0.55 (0.56) | resin, wood, seeds | |
White Poplar | Populus alba | 15-30 m H | 4-23 | 14-55% | 0.4-1 | 0.5-1 | 0-0.55 (0.64) | wood, seeds | |
Holm Oak | Quercus ilex | 21-28 m H | 11-23 | 15-55% | 0-1 | 0-1 | 0-0.69 (0.82) | wood, seeds, tannin | |
European Yew | Taxus baccata | 10-20 m H | 5-27 | 14-62% | 0-0.8 | 0-1 | 0.05-0.64 (0.7) | wood, seeds |
Features:
The plants in this mod primarily spawn between 50 and 30 degrees latitude in a normal world climate. What’s more, it can be used along side the Biome's mod to populate the Atlantic Palearctic and Central Palearctic realms.
Links:
https://ko-fi.com/tentharchitect
And a big thanks to everyone who gave feedback and assistance!
At this point I don't have the time to trouble shoot compatibility stuff, though if you can find a solution I'll happily add it
Tentharchitect
One other thing and I'm not sure how to approach fixing it
There is an inconsistency between Floral Zones, Ancient Tools, and Immsersive sawing
Here you can see in the screenshots that with vanilla woods such as birch, you are able to debark via Ancient Tools and then Saw via Immersive Sawing.
However, with Floral Zones woods (at least with the European Yew wood type) I am unable to debark and then saw.
The author of immersive sawing offers 2 support suggestions:
My mod only check if there is an existing recipe for such block.
My solutions are:
1) Check ModDB for possible patch/mod that adds firewood and plank recipes for floral zones debarked logs. If none exists maybe make one.
2) Ask either Ancient Tools or Floral Zone authors for possible support.
I looked for a patch and can't seem to find one, I'm willing to make one myself as well if someone can point me in the right direction to a template for this. I have asked in immersive as well for a template and I can go through and make one for all the wood types
I will also be asking Ancient Tools if there is anything on his end that can be done
Thx ! I finally tried it yesterday, I am CRAZY I installed ALL of your animals and flowers mods lol, it's seem to work well together I LOVE it ! I was surprised by the new animals that spawned in areas I already explored, but it's cool thx ! <3
Both are safe to load mid game, but plants will only be present in new chunks. The plants are not safe to remove, as all their blocks will become missing blocks. Vari_Ares
Gotcha, yeah I don't know much about recipe patcher and won't be trouble shooting compatibility until I'm done with my content.
Tentharchitect Okay, so I think I figured it out. I think it's a problem with Recipe Patcher, which is needed for Vanilla Variants. I'm just taking itout for now because it's messing with some of my other mods.
Tentharchitect I posted in to the Vanilla Varients comments and they said it wasn't their patch *shrug*
Hi, sorry if that a dumb question but are the florals and animals mods safe to add mid game ? And if yes of course they will only spawn in new loaded chunks right ? And are they safe to remove midgame aswell ? Ty ! <3
Looks like those patches were set to be skipped and something broke in the latest update, I think the issue would be on vanvar's side Calisto
Hi, I just downloaded the latest game update. I'm getting a error while loading Floral Zones Mediterranean and Caribbean (I'n only using those two) with Vanilla Varients
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-lysilomalatisiliquum-plain in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-lysilomalatisiliquum-plain cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-lysilomalatisiliquum-blue in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-lysilomalatisiliquum-blue cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-lysilomalatisiliquum-brown in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-lysilomalatisiliquum-brown cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-lysilomalatisiliquum-gray in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-lysilomalatisiliquum-gray cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-lysilomalatisiliquum-black in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-lysilomalatisiliquum-black cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-lysilomalatisiliquum-green in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-lysilomalatisiliquum-green cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-lysilomalatisiliquum-orange in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-lysilomalatisiliquum-orange cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-lysilomalatisiliquum-pink in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-lysilomalatisiliquum-pink cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-lysilomalatisiliquum-purple in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-lysilomalatisiliquum-purple cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-lysilomalatisiliquum-red in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-lysilomalatisiliquum-red cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-lysilomalatisiliquum-white in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-lysilomalatisiliquum-white cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-lysilomalatisiliquum-yellow in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-lysilomalatisiliquum-yellow cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-populusalba-plain in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-populusalba-plain cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-taxusbaccata-plain in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-taxusbaccata-plain cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-populusalba-blue in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-populusalba-blue cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-taxusbaccata-blue in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-taxusbaccata-blue cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-populusalba-brown in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-populusalba-brown cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-taxusbaccata-brown in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-taxusbaccata-brown cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-populusalba-gray in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-populusalba-gray cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-taxusbaccata-gray in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-taxusbaccata-gray cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-populusalba-black in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-populusalba-black cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-taxusbaccata-black in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-taxusbaccata-black cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-populusalba-green in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-populusalba-green cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-taxusbaccata-green in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-taxusbaccata-green cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-populusalba-orange in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-populusalba-orange cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-taxusbaccata-orange in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-taxusbaccata-orange cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-populusalba-pink in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-populusalba-pink cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-taxusbaccata-pink in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-taxusbaccata-pink cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-populusalba-purple in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-populusalba-purple cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-taxusbaccata-purple in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-taxusbaccata-purple cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-populusalba-red in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-populusalba-red cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-taxusbaccata-red in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-taxusbaccata-red cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-populusalba-white in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-populusalba-white cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-taxusbaccata-white in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-taxusbaccata-white cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-populusalba-yellow in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-populusalba-yellow cannot be resolved
21.4.2025 23:33:24 [Warning] Failed resolving crafting recipe ingredient with code vanvar:chair-taxusbaccata-yellow in Grid recipe
21.4.2025 23:33:24 [Error] Grid Recipe 'game:skippatch': Output Block code vanvar:chair-taxusbaccata-yellow cannot be resolved
Yep, it's three known issues. I believe one or two of them is solvable but whenever I poke around with it, it hasn't clicked. Semtexagon
There seems to be an issue with several of the trees not being copped down properly and letting all the leaves dissapear as well, Such as the Holm oak. Is this a known issue?
these updated like, 2 minutes after I downloaded them, lol
Harvesting the fruits is enough, though there is a higher chance if you break the ripened berry bush Dr_Victoria
I'll check it out Shade, might have been missed
The wood planks from these mods don't seem to be usable to make gears (and perhaps other items that use planks)
Arndas Ty for the info, does one have to physically break the plant block or is harvesting the fruits enough? I don't mind it being rare at all, just wanted to make sure I wasn't missing something and waiting around for no reason...
Dr_Victoria The grape clippings are a rare drop. I tested it out with creative mode and I verified that you could get non-blue variants--its just a very low rate. Granted, you only really need one clipping of any color to grow more of it.
Hi, Love this mod and the entire series, I just have one question... Are the non-blue grape types simply not implemented, or am I doing something wrong to not be able to get them?
Found plenty of wild grape vines, got plenty of cutlings, crafted the domesticated variant, planted it and let it ripen. Now what? The handbook says they should drop other cutling types, but I've never seen that happen.
Is is a rare drop or maybe tool specific? Ty for answering in davance and once again love your work!
I'll check it out
Hi there, it seems the European Yew Wood has items like stretching frames and curing racks from ancient tools, but they don't seem to have recipes in the guidebook and can not be crafted. Idk if that's the case with other woods from this mod (if there are others), but other woods from other floral zones mods seem to have recipes for stuff like that. I didn't check every last recipe tho, so maybe I might be wrong in that assumption.
Awesome, thank you so much for the reply. I'll keep looking, probably just some RNG on the chunk spawns.
We make the Floral Zone series compatible with Biomes on launch and is designed to be used with Biomes along side the rest of the Floral Zone series. If you are using Biomes, then you should only be seeing species from certain areas of the world at a time. No mediterranean animals should be spawning near New Zealand or Australian species
Hello! I'm new to the game and esp to modding the game. Do you know if this mod stacks with all your others well, in combination with Wildcraft and Biomes? I can't seem to find any of the mediterranean additions to the game but I have come across many new Zealand and Australian species while playing from your other mod packs. Is it best to choose a handful of these to focus on or can they all mesh together? Thanks you for reply when you get to it <3
The Biomes mod would restrict FZ plants to just warm and temperate for the two starting realms, as we don't have any tropical or cold packs for those areas. Otherwise I'm not aware of an interaction like that Rkayth
I'm having trouble finding the flora added by this mod and all your other Floral Zones mods anywhere but the warm and temperate climates. Do you know if there are any mod interactions that might cause certain plants to not spawn properly?
If I recall correctly, the reasoning was that we didn't want to give a way of easily farming resin HuntsmanBriar
Is there a reason Giant fennels aren't replantable? I want to propogate them at my base, but they don't seem to have seeds?
Thanks Junrall!
At this moment I don't believe there is quite enough content to do so except in the subtropics. Though with the Cosmopolitan and Circumboreal coming there will be a lot of temperate, cold and tropical content to flesh those areas out.
Playing with the Biomes mod will disable quite a bit of the vanilla flora depending on where you are in the world, but you might need to make a custom mod that sets the spawn of all the base game plants to zero to get exactly what you're asking for.
Wow, Flotal Zones look great! Nice work on this!
Is there an easy way to disable vanilla flora and let Floral Zones completely take over? Is there anough content in Floral Zones to do this?
The plan is to wait and see how the base game implements it and use that method. Last time I checked I believe it was on the roadmap
Love this series of mods, are there any plans to add seeds or any other method to propogate these plants? I know some can be picked up/are normal farm crops but the flowers/palms seem to be completely finite.
Hey thank you very much! Nikuksis
Thanks for the mod!
Here's my russian translation: Gdrive link
I've been quite satisfied with this mod ( Floral zones for Med.) and all of TenthArchitect's Fauna mod (konwing well I will not see Penguins on my world). I've spawned in a Warm Climate zone, and see quite a few new things, so it has kept me engaged and give me a feel of playing a "fresh" game with new content. Have fun! And thanks again TenthArchitect for maintaining all these mods. They have become an indispensable aspect of the game.
neobit
Yeah, makes sense. I think I will then wait till Biomes mod become available before starting the game on 1.20.
That's a nice description, thank you!
So personally I really like using the biomes mod for both gameplay balance and visual. Seeing animals and plants that aren't native with each other breaks my suspencion of disbelief and more importantly, it can create environs that are way harder than is realistic. Having Biomes enabled reduces the rate you'll see predators spawn with all FotSA enabled and overall creates a more balanced experience.
That said, some areas still aren't really playable. Most of the Southern hemisphere just has content around the specific floral zone there is a mod for, and outside that it may be impossible to survive without resources brought from elsewhere. The Northern hemisphere is almost completely playable, with some lighter content on the East coast of North America.
neobit
Regarding the biomes mod you mentioned: is there huge difference in quality of playing if it would be used against having only your mods for floral zones and animals?
Thanks, I'll try that!
Glad you're enjoying most of the mod! You can go into the blockpatch patch and reduce the chance of a given plant to your personal taste
I love what you're doing with this mod with one exception, the Common Gorse. Living up to its name by being everywhere and having fooliage which strikes a high contrast to the rest of the landscape, it's kind of an eyesore. I imagine making the flowers more embeded in the greenery would make it less pronounced, perhaps with more transparency and a slightly lower stature?
The rest of your work is just stellar though, especially your fauna series. Big fan overall and I hope to see more. Thank you.
Thanks MishkaSnep!
I'll check it out
Crashing when trying to put blue grapes into the press
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockEntityFruitPress.InteractMashContainer(IPlayer byPlayer, BlockSelection blockSel) in VSSurvivalMod\BlockEntity\BEFruitpress.cs:line 497
at Vintagestory.GameContent.BlockEntityFruitPress.OnBlockInteractStart(IPlayer byPlayer, BlockSelection blockSel, EnumFruitPressSection section, Boolean firstEvent) in VSSurvivalMod\BlockEntity\BEFruitpress.cs:line 332
at Vintagestory.GameContent.BlockFruitPressTop.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in VSSurvivalMod\Block\BlockFruitpressTop.cs:line 101
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 874
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 617
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 85
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 992
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 242
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Mirok
Packaging is our biggest optimization, and keeping the number of high impact plants low to save on RAM. Our target is to have only around 30-50 plants per pack, most of which are flowers, ferns or reused asset trees, all of which have a low impact on RAM.
Trees with new wood types are the biggest impact plant, followed by berry bushes, crops and harvestable plants and we try to keep the number of those limited.
What's more, because these are thematically packaged, you can choose to only download the ones for the area or climate you want to play in so your computer won't have a large number of block IDs held in RAM that you won't ever see.
While I was looking at the mod lists, my eyes fell on your mod... Thoughts: "Oh, if I had enough RAM to install all these mods..." :D
And then I wondered what optimization methods you use?
Hey! Love the mod so far. Is there a specific temperature range that the cultivated grape vines need in order to flower and bear fruit?
EDIT: Decided to hunt through the mod JSON and found my answer -- the cultivated grapes need between 4 and 30 degrees C to flower and grow fruit. At -4 and 40 they die.
You can, the new plants just won't appear in already generated chunks
can the floral zones mods be added later on a world or does it have to be added on first load?
I answered this on Discord, but for those who don't check there, this mod can be used on 1.19, but there will be a few errors due to 1.20 features that don't exist in 1.19. Otherwise it should be playable
No v1.19 version? :(