Mods / Floral Zones: Mediterranean Region
Category:
#Crafting
#Food
#Worldgen
Author: Tentharchitect
Side: Both
Created: Nov 28th 2024 at 8:13 PM
Last modified: Dec 29th 2024 at 4:25 PM
Downloads: 3482
Follow Unfollow 72
Author: Tentharchitect
Side: Both
Created: Nov 28th 2024 at 8:13 PM
Last modified: Dec 29th 2024 at 4:25 PM
Downloads: 3482
Follow Unfollow 72
Latest file for Various v1.20.x:
FloralZonesMediterraneanRegion-v1.0.3.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!
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.0.3 | 1225 | Dec 29th 2024 at 4:25 PM | Show | FloralZonesMediterraneanRegion-v1.0.3.zip | Install now | |
v1.0.2 | 1142 | Dec 12th 2024 at 7:47 PM | Show | FloralZonesMediterraneanRegion-v1.0.2.zip | Install now | |
v1.0.1 | 786 | Dec 5th 2024 at 6:42 PM | Show | FloralZonesMediterraneanRegion-v1.0.1.zip | Install now | |
v1.0.0 | 329 | Nov 28th 2024 at 8:14 PM | Show | FloralZonesMediterraneanRegion-v1.0.0.zip | Install now |
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? :(