Mods / Floral Zones: Mediterranean Region

Tags:
Flora Worldgen Crafting Food
Authors:
Tentharchitect, Flish
Side:
Both
Created:
Nov 28th 2024 at 8:13 PM
Last modified:
11 hours ago
Downloads:
108197
Recommended download (for Vintage Story 1.22.7):
FloralZonesMediterraneanRegion-v1.0.23.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 10-16 20-62% 0-0.7 0-0.6 0-0.48   Vegetable,Fruit
Common Grape Vine Vitis vinifera 1 m W+ 8-16 26-75% 0.5-1 0.3-1 0-0.5 On surface plus under trees Fruit, dye
Horseradish Armoracia rusticana 1-1.5 m H 6-12 32-63% 0-1 0-0.4 0-0.35   Vegetable, Stink bait
Artichoke Cynara cardunculus var. scolymus 1.4-2 m H - - - - - Crafted? Seed Vessel? Trader? Vegetable
European Fan Palm Chamaerops humilis 2-5 m H 10-18 12-55% 0.4-1 0-0.3 0-0.15    
Spiny Bear's Breech Acanthus spinosus 1.5 m H 10-16 30-74% 0.3-0.7 0-0.4 0-0.3    
Common Snapdragon Antirrhinum majus 0.5-1 m H 7-14 9-72% 0-0.4 0-0.2 0-0.58    
White Asparagus Asparagus albus 0.9 m H 14-18 7-51% 0-1 0-0.3 0-0.4    
Field Marigold Calendula arvensis 0.5 m H 8-18 12-65% 0-1 0-0.3 0-0.28   dye
Velvet Centaurea Centaurea gymnocarpa 0.8-1 m H 12-14 29-34% 0-1 0-0.3 0-0.31    
African Cyclamen Cyclamen africanum 0.5 m W 14-16 31-37% 0-0.8 0.3-1 0-0.1 On Surface Plus Under Trees  
Cardoon Cynara cardunculus 0.8-1.5m H 6-18 21-75% 0.3-1 0-0.3 0-0.1   Vegetable
Carnation Dianthus caryophyllus 0.8 m H 6-18 35-100% 0-1 0-0.3 0-0.56    
Dewy Pine Drosophyllum lusitanicum 0.5 m H 14-18 31-62% 0-0.4 0.2-0.4 0-0.2    
Joint Pine Ephedra fragilis 2 m H 12-18 14-37% 0-0.3 0-0.2 0-0.65    
Tree Heather Erica arborea 1-4 m H 10-18 34-65% 0-0.3 0-0.3 0-0.8    
Blue Spurge Euphorbia myrsinites 0.2 m H 9-16 29-56% 0-0.3 0-0.2 0-0.76    
Resin Spurge Euphorbia resinifera 0.6 m H 14-16 7-19% 0-0.3 0-0.2 0-0.68   Poultice
Rush Daffodil Narcissus jonquilla 0.3-0.6 m H 12-17 8-55% 0.3-1 0-0.4 0-0.07    
Italian Orchid Orchis italica 0.5 m H 11-16 29-55% 0-1 0-0.2 0-0.41    
Common Houseleek Sempervivum tectorum 0.5 m W 4-12 40-62% 0-0.45 0-0.3 0.0-0.65    
Milk Thistle Silybum marianum 0.3-2 m H 8-18 9-100% 0.4-1 0-0.4 0-0.55    
Blue Throatwort Trachelium caeruleum 1.2 m H 10-16 34-55% 0.3-1 0.1-0.4 0.12-0.38    
Common Gorse Ulex europaeus 2-3 m H 4-13 24-100% 0-1 0.05-0.3 0-0.4   dye
Giant Fennel Ferula communis 1-2.5 m H 10-16 28-69% 0-1 0-0.5 0-0.62   Vegetable, resin
Spanish Broom Spartium junceum 2-4 m H 8-16 27-89% 0-0.3 0-0.3 0-0.28   Fibers, Dye
Bay Laurel Laurus nobilis 7-18 m H 6-16 34-82% 0-1 0-1 0-0.28 (0.4)   vegetable, firewood, seeds
Aleppo Pine Pinus halepensis 15-25 m H 10-18 12-55% 0-0.8 0-1 0-0.55 (0.56)   resin, wood, seeds
White Poplar Populus alba 15-30 m H 4-14 14-85% 0.4-1 0.5-1 0-0.55 (0.64)   wood, seeds
Holm Oak Quercus ilex 21-28 m H 8-16 20-85% 0-1 0-1 0-0.69 (0.82)   wood, seeds, tannin
European Yew Taxus baccata 10-20 m H 1-14 24-82% 0-0.8 0-1 0.05-0.64 (0.7)   wood, seeds

 

 

 

Compatibility
Ancient Tools: Adds wood product blocks, items and recipes from FZ wood types
Biomes: This mod adds plant life to the Atlantic Palearctic and Central Palearctic Realms
Fields of Salt: Adds wood product blocks and recipes from FZ wood types
Oils! (Patched): Adds wood product blocks and recipes from FZ wood types
Posts and Beams: Adds wood product blocks and recipes from FZ wood types
Wildcraft: Adds storage flags used by Wildcraft bags so FZ content can be added to WC bags
XSkills: Experience from berry bushes and trees

 

 

FAQ
Q: Why so many plant packs? Can't you make one giant one?

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 50 and 30 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.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.0.23 floralzonesmediterraneanregion 154 11 hours ago FloralZonesMediterraneanRegion-v1.0.23.zip 1-click install

Fixed-Glass pane textures and audio
Fixed-Harvested Fennel being hidden

1.0.22 floralzonesmediterraneanregion 2328 Aug 28th at 9:57 PM FloralZonesMediterraneanRegion-v1.0.22.zip 1-click install

Updated-Chest recipe to match base game's

1.0.21 floralzonesmediterraneanregion 773 Aug 25th at 3:31 PM FloralZonesMediterraneanRegion-v1.0.21.zip 1-click install

Fixed-Texture error with grape bushes

1.0.20 floralzonesmediterraneanregion 269 Aug 24th at 8:00 PM FloralZonesMediterraneanRegion-v1.0.20.zip 1-click install

Added-Bellows recipe
Added-Cabinet block and recipe
Added-New display case recipe
Added-Figurehead recipes
Added-Grindstone recipe
Added-Horseradish to stink bait recipe
Added-Mannequin recipes
Added-New mechanical powered block recipes
Added-Snowshovel recipe
Added-New sod roofing recipes
Added-Treeseed bracelets
Added-Woodtyped ladders
Changed-Grapes into new berry bush
Tweak-New grape item shape
Tweak-Selection box of broom, fennel, fan palm, African cyclamen, dewy pine, blue spurge, rush daffodil, Italian orchid, common houseleak, tree heather, resin spurge
Updated-Changed amulet class to wearable behavior
Updated-Fence step up and particle heights
Updated-Pickled horseradish model change
Updated-Sleek doors are now airtight
Updated-Woodenshields
Added-XSkills Compat for berries and trees, Thanks Hydromancerx!
Thank you I Have Many Names for making many of these fixes!

1.0.19 floralzonesmediterraneanregion 36614 Nov 23rd 2025 at 9:42 PM FloralZonesMediterraneanRegion-v1.0.19.zip 1-click install

Added-Useful Trader Compatibility (Thanks Droseran!)
Updated-Russian Translation (Thanks Nikuksis!)
Fixed-Fences missing unstable rock support
Fixed-Fences unable to be placed in sailboats
Fixed-In log beehive string
Fixed-Missing sailboat string
Fixed-Vegetables in wrong slot in scrambled eggs
Tweak-Raised grape clipping strain drop rates to account for longer growth time

1.0.18 floralzonesmediterraneanregion 3710 Nov 5th 2025 at 9:24 PM FloralZonesMediterraneanRegion-v1.0.18.zip 1-click install

Fixed-Crash caused when using Vanillia Variants, Wildcraft and the Vanilla Variant's Wildcraft patch mods together (Thanks Droseran)

1.0.17 floralzonesmediterraneanregion 659 Nov 3rd 2025 at 5:20 PM FloralZonesMediterraneanRegion-v1.0.17.zip 1-click install

Added-Fields of Salt Compatibility (Thanks Droseran)

Added-Oils! (Patched) Compatibility (Thanks Droseran)

Added-Posts and Beams Compatibility (Thanks Droseran)
Fixed-Removed non-essential strings from file
Tweak-Split the difference between House leaks older and newer fertility spawn rate

1.0.16 floralzonesmediterraneanregion 3188 Oct 26th 2025 at 5:12 PM FloralZonesMediterraneanRegion-v1.0.16.zip 1-click install

Added-Custom berry bush class to stop them from being pruned (Thanks Ape!)
Added-caperberries and red and white grape mash to small trough
Added-Snapdragon color to strings
Fixed-Antler mounts not using correct shape
Fixed-Fence gate and rough fence gate not playing sounds
Fixed-Planks not stacking indefinitely
Fixed-Planted tree seeds not displaying string correctly
Fixed-Stairs chiseling into solid blocks
Fixed-Support beams not stabilizing rock
Tweak-Common houseleak spawn conditions

1.0.15 floralzonesmediterraneanregion
1.21.4 - 1.21.5
12161 Sep 26th 2025 at 4:19 PM FloralZonesMediterraneanRegion-v1.0.15.zip 1-click install

Fixed-Crate recipe in line with base game’s
Tweak-Added younger tree shape of Holm oak, white poplar and European yew
Tweak-Raised horseradish cold damage temp from -30 to -28

1.0.14 floralzonesmediterraneanregion
1.21.0 - 1.21.1-rc.1
8806 Aug 31st 2025 at 3:26 PM FloralZonesMediterraneanRegion-v1.0.14.zip 1-click install

Added-Figure heads
Added-jam strings
Added-Trap crate recipe
Added-treeseed necklaces
Added-Wood typed wooden paths
Fixed-Missing in-log beehives causes worldgen bugs
Tweaked-Temperature range of all plants, now closer to irl latitudes
Updated-Ancient Tools Compatibility patches (Thanks Whiskey Sunshine!)
Updated-Berry bush blocks now have realistic empty, flowering and fruiting durations
Updated-Bookshelf 1.21 changes
Updated-Crate 1.21 changes
Updated-meal patches to use new 1.21 format
Updated-Raft and Sailboat entity to use new 1.21 features
Updated-Scrollrack 1.21 changes

1.0.13 floralzonesmediterraneanregion
1.20.11 - 1.20.12
15383 May 22nd 2025 at 10:12 PM FloralZonesMediterraneanRegion-v1.0.13.zip 1-click install

Fixed-White Asparagus graphical glitch

1.0.12 floralzonesmediterraneanregion 973 May 15th 2025 at 7:46 PM FloralZonesMediterraneanRegion-v1.0.12.zip 1-click install

Added-Capers, caper fruits, artichoke, cardoon, giant fennel, bay leaves and grape 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

1.0.11 floralzonesmediterraneanregion 992 May 12th 2025 at 4:41 PM FloralZonesMediterraneanRegion-v1.0.11.zip 1-click install

Added-Wooden path recipe
Fixed-WC bag compat file placement
Fixed-Grape over heat growth stop and growth reset values were swapped

1.0.10 floralzonesmediterraneanregion 886 May 7th 2025 at 10:16 PM FloralZonesMediterraneanRegion-v1.0.10.zip 1-click install

Added-Wildcraft basket compatibility
Added-Giant Fennel and Spanish Broom now scythable
Tweak-Common Gorse less common at edges of climate conditions

1.0.9 floralzonesmediterraneanregion 450 May 5th 2025 at 5:41 PM FloralZonesMediterraneanRegion-v1.0.9.zip 1-click install

Fixed-Holm Oak leaves not falling when cut down

1.0.8 floralzonesmediterraneanregion 873 Apr 29th 2025 at 4:00 PM FloralZonesMediterraneanRegion-v1.0.8.zip 1-click install

Fixed-Pickled capers and fresh capers had perish rates swapped
Tweak-Raised nutrition of pickled capers to represent low loss of nutrition from pickling
Fixed-Grape mash no longer pressable after first time

1.0.7 floralzonesmediterraneanregion 1945 Apr 18th 2025 at 6:31 PM FloralZonesMediterraneanRegion-v1.0.7.zip 1-click install

Fixed-Rendering issue where shadows were entire planes
Tweak-Common Gorse temp range

1.0.6 floralzonesmediterraneanregion 1882 Apr 4th 2025 at 9:23 PM FloralZonesMediterraneanRegion-v1.0.6.zip 1-click install

Fixed-Long standing rendering bug, plants no longer fade to white at a distance

1.0.5 floralzonesmediterraneanregion
1.20.6 - 1.20.7
2291 Mar 21st 2025 at 9:16 PM FloralZonesMediterraneanRegion-v1.0.5.zip 1-click install

Fixed-Antler Mount recipes
Fixed-Interior crate texture broken
Fixed-Changed crate recipe to match new base game recipe
Fixed-Standardized Scroll rack strings with other Floral Zones mods
Tweak-Grape temperature range
Tweak-European Yew temperature range

1.0.4 floralzonesmediterraneanregion
1.20.5 - 1.20.6
7157 Jan 28th 2025 at 8:07 PM FloralZonesMediterraneanRegion-v1.0.4.zip 1-click install

Added-Bucket recipe with rope
Added-Vegetables to soup recipe
Added-Russian translation (Thanks Nikuksis)
Added-1/200 chance of cultivar grape clippings dropping on regular harvests of cultivated grapes
Added-1/10 chance of extra grape clippings dropping on breaking fully grown cultivated grapes
Fixed- Half roof right not using correct textures
Fixed-oars not being tagged with the boat storage slot
Fixed-solid trap doors not blocking airflow
Fixed-Shields not using new blocking features
Fixed-Wines, spirits and ciders now match base game satiety and decay rate

1.0.3 floralzonesmediterraneanregion
1.20.0-rc.8 - 1.20.1
3629 Dec 29th 2024 at 4:25 PM FloralZonesMediterraneanRegion-v1.0.3.zip 1-click install

Fixed-Crash with pressing grape juice

1.0.2 floralzonesmediterraneanregion 1460 Dec 12th 2024 at 7:47 PM FloralZonesMediterraneanRegion-v1.0.2.zip 1-click install

Added-Quarter logs for Bay Laurel
Added-Pickling for Capers, Artichokes and Horseraddish
Added-Vegetable pies made from Capers, Artichokes and Horseraddish

1.0.1 floralzonesmediterraneanregion 1072 Dec 5th 2024 at 6:42 PM FloralZonesMediterraneanRegion-v1.0.1.zip 1-click install

Fixed-Trade list patch, buying and selling grapes should now work
Tweak-reduced the foliage density of grapes and made their vines a mix of red, brown and green

1.0.0 floralzonesmediterraneanregion
1.20.0-pre.0 - 1.20.0-rc.1
542 Nov 28th 2024 at 8:14 PM FloralZonesMediterraneanRegion-v1.0.0.zip 1-click install

Launch


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

Janeator, 1 day ago

I'm not sure what's causing this, but my grape runners aren't growing

Tentharchitect , 12 hours ago
@Janeator: I'm not sure what's causing this, but my grape runners aren't growing

That is very strange, I'm guessing it is a mod conflict or the climate is too cold for the grape runner. The different color grapes all use the same value so it shouldn't be that

bob2567, 6 days ago

hol up, i just placed a milk thisle on bare low fert soil and it appears, but doesn't on grassy soil?

bob2567, 6 days ago (modified 5 days ago)
@bob2567: hol up, i just placed a milk thisle on bare low fert soil and it appears, but doesn't on grassy soil?

redacted: culprit is probably seasonal flowers mod

bob2567, 6 days ago

It would seem milk thistle, cow parsley and more flowers become invisible and unable to hover over the hitbox to see their names, but still block other block placements.  is this intended during the winter? (I can't remember if they were here during the summer)
VS 1.26 

percyV13, Sep 2nd at 9:57 PM

first of all, thank yooooooooou i have my yew back! but also i found an oversight, the giant fennel seems to have a recipe to make a growable/placeable version, but there's no handbook page for the harvested fennel so you can't actually craft it

Randompug, Aug 25th at 1:55 AM

Any way we could get expanded foods compat?

Tentharchitect , Aug 25th at 3:56 PM
@Randompug: Any way we could get expanded foods compat?

A couple folks in the community have been working on it, sounds like it might happen within the next year.

Randompug, Aug 25th at 5:14 PM (modified Aug 25th at 5:14 PM)
@Tentharchitect: A couple folks in the community have been working on it, sounds like it might happen within the next year.

👀👀👀

I used to use literally all of your floral zone mods because they add SO much, but I have mainlined Expanded Foods and ACA, mostly use their meals and whatnot, so I can't really use your foods. I remember a while ago being like 'wait...is there no garlic?' and finding your mod that added it. I also use almost all of your FOTSA mods, my world feels incomplete without your excellent animals!

Janeator, Aug 24th at 5:47 PM (modified Aug 24th at 6:13 PM)

Please please please make mediterranean pines a different tree/seed than vanilla (northern) pines. I need to be able to grow them. This is a crime.

Also, normal asparagus?

Tentharchitect , Aug 24th at 8:00 PM
@Janeator: Please please please make mediterranean pines a different tree/seed than vanilla (northern) pines. I need to be able to grow them. This is a crime. Also, normal asparagus?

We're considering going back and making old pine/oak/birch etc.. trees have a unique bark and seed now that we've figured out a good way of doing so without bloating the game files too much. Probably not soon as I still have lots of content that hasn't been updated for almost a year I need to get to first.
No plans on expanding this pack's roster otherwise beyond commissions.

Tentharchitect , Aug 25th at 3:56 PM
@Janeator: How would one go about commissioning, anyway, if I had any good ideas for more iconic mediterranean plants?

I'll be opening up my commissions once all the backlog of maintenance is done, just hit the 50% mark yesterday and have maybe 200 hours more.
I'll post something on my author profile and Discord when they are open. Best to reach out via Discord as it is an easier chat method than this

Janeator, Aug 26th at 1:53 AM (modified Aug 26th at 3:27 AM)
@Tentharchitect: I'll be opening up my commissions once all the backlog of maintenance is done, just hit the 50% mark yesterday and have maybe 200 hours more.I'll post something on my author profile and Discord when they are open. Best to reach out via Discord as it is an

Will keep an eye out for it :)

Sorry to bother again - I'm having some weird texture issue with wild grape vines. I think I didn't have it before and it's possibly related to having 100 mods or so installed, but just in case, i'll show it. Maybe you can advise me:

Increased texture atlas size in clientsettings.json

Salakis, May 21st at 8:50 AM

Hello, are you planning on updating your "Floral" and "animals" mods to 1.22? 
Thanks a lot :)

cfan, May 8th at 4:02 PM

Hello, is there a goal to make trees implemented by this mod / group of mods compatible with in dappled groves ?

Buttermilk, Apr 25th at 11:19 PM

So all of the plants definitely spawn, but for the life of me i have never seen a single tree from the floral zone mods spawn in 1.22 versions of the game, perhaps its an issue with the world gen?

 

Bannta, Apr 23rd at 5:00 AM

Kasel

this shape is being called from the assets\game\shapes\block\basic so this would suggest something is broken or corrupted with your install. I would uninstall your 1.21.7 and reinstall it. 

"shape": { "base": "game:block/basic/cube" },

 

System.IO.FileNotFoundException: Could not find shape file: game:shapes/block/basic/cube.json in blocktype floralzonesmediterraneanregion:log-placed-populusalba-we. Possibly a broken mod (floralzonesmediterraneanregion) or different versions of that mod between server and client?

Kasel, Apr 19th at 9:30 PM
Crash Report

Running on 64 bit Windows 10.0.22631.0 with 31934 MB RAM
Game Version: v1.21.7 (Stable)
4/19/2026 5:29:21 PM: Critical error occurred
Loaded Mods: walkingstick@2.0.1, akarisimpletweaks@1.3.5, butcheringmatcompat@0.0.1, buzzybees@1.1.7, catchlivestock@0.2.2, catchledge@0.7.0, cbr@2.0.1, clicktopick@2.1.3, clickuptorches@1.1.1, crawlanddive@0.2.3, darcesdriftersredone@1.2.81, fallingtree@0.4.11, floralzonescaperegion@1.0.28, floralzonescaribbeanregion@1.0.23, floralzonescentralaustralianregion@1.0.20, floralzonescosmopolitanregion@1.0.11, floralzoneseastasiaticregion@1.0.19, floralzonesmediterraneanregion@1.0.19, floralzonesneozeylandicregion@1.0.19, bovinae@0.3.5, fotsatp@1.0.2, caninae@1.1.2, capreolinae@2.0.7, casuariidae@1.1.9, cervinae@0.1.13, chelonioidea@1.0.7, dinornithidae@1.0.22, elephantidae@1.0.17, felinae@0.2.13, iniidae@0.1.6, machairodontinae@1.1.7, manidae@1.0.19, meiolaniidae@0.1.10, pantherinae@1.2.8, rhinocerotidae@1.0.23, sirenia@1.0.26, spheniscidae@1.0.16, thylacinidae@0.1.6, viverridae@1.0.8, vombatidae@0.4.5, geoaddons@1.4.6, hangingoillamps@1.0.5, immersivelanterns@0.3.2, immersivemining@0.2.19, immersiveorecrush@2.2.4, jsonpatcheslib@1.3.1, manualdishes@0.1.1, manualdough@1.1.7, manualquenching@1.0.10, manualscraping@1.3.0, manualtoolcrafting@2.0.0, mbr@1.0.0, millwright@1.3.1, nightskydelights@1.21.6, overhaullib@1.21.0, particlesplus@2.3.3, playermodellib@1.10.11, prettylittlethings@2.4.3, primitivesurvival@4.0.3, shelfobsessed@1.9.5, sortablestorage@2.4.4, sprintmomentum@0.2.0, tankardsandgoblets@1.3.5, temporalsymphony@2.2.2, toolbelt@0.3.4, trashbinned@0.4.1, vintageengineering@0.5.3, game@1.21.7, vsimgui@1.1.16, waypoint@0.2.0, altmapiconrenderercontinued@1.5.0, attributerenderinglibrary@2.8.1, betterloot@2.0.1, betterruins@0.5.7, bixo@0.1.3, bloodtrail@1.1.8, butchering@1.12.0, carryon@1.13.0, cartwrightscaravan@1.8.0, combatoverhaul@0.16.16, configlib@1.10.14, coriaendershaders@1.2.0-pre.3, drifterdevito@0.0.2, darkui2@1.0.1, tackandequipment@1.0.0, extrainfo@1.11.2, fendragonbcs@0.2.1, foodshelves@2.3.3, footprints@1.1.3, freedomunits@1.1.5, fromgoldencombs@1.9.4, genelib@2.1.8, globalplayermapmarker@1.2.1, gravelpaths@1.0.0, handsometweakspatch@1.3.1, healthbar@1.4.0, hydrateordiedrate@2.3.8, immersivewoodchopping@0.8.2, immersivewoodsawing@0.2.8, itempickupnotifier@2.1.0, jaunt@2.2.0, koboldrdx@1.3.14, maltiezcrossbows@1.8.2, maltiezfirearms@1.8.1, materialneeds@1.1.13, mobsradar@2.1.13, newboars@1.0.0, optitime@1.4.6, pelaguswinds@1.2.2, placeonslabs@1.0.3, purposefulstorage@1.5.1, realsmoke@1.1.16, rustboundmagic@3.1.19, shipwright@1.1.1, simplefootstepsredux@1.0.5, simplestarvation@1.0.5, runoffmod@1.9.5, smithingplus@1.8.4, speartrajectory@1.1.9, statushudcont@4.1.1, terraprety@7.9.0, thecritterpack@1.3.4, trailmodupdated@1.3.6, vanityslots@0.0.7, visiblebags@1.0.1, creative@1.21.7, vsroofing@1.4.9, survival@1.21.7, warmweathereffects@0.1.10, wenvironmentalstabilitypatch@1.0.3, wildgrass@1.3.8, windchimes@1.4.1, woodenchutes@1.1.1, woodenshuttersandmore@1.3.1, xblood@1.6.5, yapmaxxing@2.1.0, armory@1.10.2, butcheringfotsafellcompat@1.0.1, detailedanimals@0.7.6, draconis@1.3.0, equus@1.2.0, mnflowers@0.0.0, morearrows@1.2.1, plushiemodpack@2.0.2, quiversandsheaths@0.8.7, smithingplustweaks@1.2.0, tabletopgames@3.0.5, terrainslabs@1.0.12, thetruearchimedesscrew@0.1.33, treetapping@1.0.0, visiblenaturaltrails@0.2.1, wethology@1.0.2, wwaymarkers@1.0.4, zombpspatch@1.11.0, terrainslabstrailmodcompatibility@1.0.3
Involved Harmony IDs: placeonslabs, com.zaldaryon.optitime
System.IO.FileNotFoundException: Could not find shape file: game:shapes/block/basic/cube.json in blocktype floralzonesmediterraneanregion:log-placed-populusalba-we. Possibly a broken mod (floralzonesmediterraneanregion) or different versions of that mod between server and client?
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(String type, AssetLocation sourceName, CompositeShape compositeShape, MeshData& modeldata, ITexPositionSource texSource, Int32 generalGlowLevel, Byte climateColorMapIndex, Byte seasonColorMapIndex, Nullable`1 quantityElements, String[] selectiveElements) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 140
at Vintagestory.Client.NoObf.ShapeTesselatorManager.Tesselate(TextureSource texSource, Block block, CompositeShape shape, MeshData[][] altblockModelDatas, Int32 altTextureCount, Int32 tilesCount) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselatorManager.cs:line 1040
at Vintagestory.Client.NoObf.ShapeTesselatorManager.TesselateBlock(Block block, Boolean lazyLoad) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselatorManager.cs:line 951
at Vintagestory.Client.NoObf.ShapeTesselatorManager.GetDefaultBlockMesh(Block block) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselatorManager.cs:line 134
at Vintagestory.Client.NoObf.SystemRenderInsideBlock.OnRenderFrame3D_Patch0(SystemRenderInsideBlock this, Single dt)
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 922
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame_Patch1(ScreenManager this, Single dt)
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame_Patch0(ClientPlatformWindows this, FrameEventArgs e)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95

Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 4/19/2026 5:20:11 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.7.0, time stamp: 0x68ff0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0x6990
Faulting application start time: 0x0x1dcd04197e297a9
Faulting application path: D:\Vintagestory\Vintagestory.exe
Faulting module path: D:\Vintagestory\Lib\openal32.dll
Report Id: 447766ae-55cf-4187-a0c4-03b55a12da30
Faulting package full name:
Faulting package-relative application ID: }

Removed it the first time cause I thought I fixed it but nevermind.  Client crash.

Queerwolf, Apr 11th at 8:05 AM

I'm having a weird nuisance issue in that the handbook indicates a sailboat can be made out of white poplar, but the boat-building UI does not seem to accept white poplar logs. Is this a glitch or just a known, thing?

Nebux, Feb 23rd at 3:17 PM

Anyone knows how to get faster and easy grape cuttings. I'm at year ten and only one black cutting i got. Or explain how is the process

Aminity, Feb 9th at 3:20 PM

Tentharchitect I noticed the spanish broom does not benefit (at least not shown in the UI) from the greenhouse effect while horse radish does. Is this intended? If it is, could you update the stats table maybe with a column to say greenhouse bonus applied or something? So I know what is worth putting in a greenhouse and what isn't.

AndyCat1811, Feb 5th at 1:34 AM (modified Feb 5th at 2:11 AM)

Hi!  I noticed that the antler mounts in diamond and shield shape from the woods of your mods are square when placed on a wall.  I don't know if it's a bug or if you just haven't done their textures yet but I would love to have the shield and diamond shaped antler mounts in modded wood variants!

Also, when I broke the one I had done in survival, it became invisible in my inventory

Popcandy, Jan 22nd at 11:14 PM (modified Jan 22nd at 11:17 PM)

How do you plant Grape Clippings?

 

Edit: Ohhh, there is a recipe that includes them that doesn't show in the handbook for the clippings for some reason.

crumps, Jan 11th at 8:11 PM (modified Jan 11th at 8:11 PM)

Quartered European Yew Logs lack any sound effect when chopping with an axe, possibly other quartered logs as well.

Jenpai, Jan 4th at 12:37 AM

Tentharchitect

In the latest update grapes are only harvestable once a year. (they take a season to flower, and a season to fruit)

Can you extend the shelf life of grapes to make them more on par with apples and pears to reflect the single yearly harvest?

Could you also rise the grape trade value and drop rate for vines? Before it took a few in game years to get form one color of grapes to another, but now only getting one harvest a year I fear it's nearly impossible to advance in cultivation now.

With so many other fruit options it feels pointless to grow grapes now due to their long growing periods and lack of shelf life/value.

Maybe make it so we can sell wine to traders? (only white, green and purple grapes can be sold)

Red wine could be really cheap, but white wine could be much more expensive.

Cryoflair, Dec 31st 2025 at 2:56 AM

Strangely, the wood from the floral zone mods have issues with being able to used in other mods' crafting recipes. For example: butchering tables from butchering or sawbucks from in dappled groves. I love all the added flora so I hope for a fix soon.

Mathic, Dec 23rd 2025 at 12:12 PM

Hello! Thanks for the mod.

 

I was wondering if you could make it so that the Grapes (blue, red, purple) can age (strong, fine) and be turned to syrup for Expanded Foods like the "Real Grapes" mod?

 

The server I'm on has both this mod and Real Grapes and it's confusing because they both make Red Grape Juice but one becomes "Red Wine" the other is "Red Grape Wine"

 

For me it's mostly an Expanded Foods compatibility, and also the aging doesn't work.

Tentharchitect , Dec 2nd 2025 at 11:47 PM

Thanks! There are a few plants we might go back and add properties to whenever status effects are implemented weirdcress

weirdcress, Nov 27th 2025 at 2:08 AM

Maybe you could add a feature where milk thistle has a healing property, since it is a poisoning antidote? It's a really cool mod, I love it! 

Tentharchitect , Nov 21st 2025 at 4:17 PM

It's a known problem but we've yet to find a reliable solution. Seems like they sometimes spawn with the wrong tree felling group so the leaves are mismatched to the trunk AndyCat1811

AndyCat1811, Nov 15th 2025 at 5:42 PM

Is it normal that European Yew trees grow without leaves?  I see a bunch of them in the wild without leaves and when I grow mine most of them are just trunks, which is not very useful to get more seed and farm more of them.

Undea, Nov 5th 2025 at 12:19 AM

Tentharchitect

could have be a mod conflict then.

anyway in the newer versions its working.

Tentharchitect , Oct 30th 2025 at 9:31 PM

I wasn't able to replicate this, might be a mod conflict that alters trees Damonicus1986

Damonicus1986, Oct 29th 2025 at 10:43 PM

when chopping trees especially bigger ones lots of blocks just spin in the air and when trying to build column to climb to get them it turns into tree again and that is what i see in the log 

 

29.10.2025 21:29:51 [Notification] Client Damonicus1986 tried to place a block but rejected because the client tried to overwrite an existing, non-replacable block floralzonesmediterraneanregion:log-grown-populusalba-ud, id 18582
29.10.2025 21:29:54 [Notification] Client Damonicus1986 tried to place a block but rejected because the client tried to overwrite an existing, non-replacable block floralzonesmediterraneanregion:log-grown-populusalba-ud, id 18582
29.10.2025 21:29:56 [Notification] Client Damonicus1986 tried to place a block but rejected because the client tried to overwrite an existing, non-replacable block floralzonesmediterraneanregion:log-grown-populusalba-ud, id 18582
29.10.2025 21:29:59 [Notification] Client Damonicus1986 tried to place a block but rejected because the client tried to overwrite an existing, non-replacable block floralzonesmediterraneanregion:log-grown-populusalba-ud, id 18582
29.10.2025 21:30:01 [Notification] Client Damonicus1986 tried to place a block but rejected because the client tried to overwrite an existing, non-replacable block floralzonesmediterraneanregion:log-grown-populusalba-ud, id 18582
29.10.2025 21:30:09 [Notification] Client Damonicus1986 tried to place a block but rejected because the client tried to overwrite an existing, non-replacable block floralzonesmediterraneanregion:log-grown-populusalba-ud, id 18582
29.10.2025 21:30:11 [Notification] Client Damonicus1986 tried to place a block but rejected because the client tried to overwrite an existing, non-replacable block floralzonesmediterraneanregion:log-grown-populusalba-ud, id 18582
29.10.2025 21:30:12 [Notification] Client Damonicus1986 tried to place a block but rejected because the client tried to overwrite an existing, non-replacable block floralzonesmediterraneanregion:log-grown-populusalba-ud, id 18582
29.10.2025 21:30:15 [Notification] Client Damonicus1986 tried to place a block but rejected because the client tried to overwrite an existing, non-replacable block floralzonesmediterraneanregion:log-grown-populusalba-ud, id 18582
29.10.2025 21:30:17 [Notification] Client Damonicus1986 tried to place a block but rejected because the client tried to overwrite an existing, non-replacable block floralzonesmediterraneanregion:log-grown-populusalba-ud, id 18582
29.10.2025 21:30:18 [Notification] Client Damonicus1986 tried to place a block but rejected because the client tried to overwrite an existing, non-replacable block floralzonesmediterraneanregion:log-grown-populusalba-ud, id 18582
29.10.2025 21:30:24 [Notification] Client Damonicus1986 tried to place a block but rejected because the client tried to overwrite an existing, non-replacable block floralzonesmediterraneanregion:log-grown-populusalba-ud, id 18582
29.10.2025 21:30:25 [Notification] Client Damonicus1986 tried to place a block but rejected because the client tried to overwrite an existing, non-replacable block floralzonesmediterraneanregion:log-grown-populusalba-ud, id 18582
29.10.2025 21:30:26 [Notification] Client Damonicus1986 tried to place a block but rejected because the client tried to overwrite an existing, non-replacable block floralzonesmediterraneanregion:log-grown-populusalba-ud, id 18582
29.10.2025 21:30:29 [Notification] Client Damonicus1986 tried to place a block but rejected because the client tried to overwrite an existing, non-replacable block floralzonesmediterraneanregion:log-grown-populusalba-ud, id 18582

Tentharchitect , Oct 26th 2025 at 7:15 PM

Implemented! egoanditspwn

egoanditspwn, Oct 26th 2025 at 11:58 AM

since snapdragons stack by color, could they have their color as a parenthetical at the end, like lupines?

Tentharchitect , Oct 24th 2025 at 10:39 PM

Yeah unfortunately I'll need to go through and add an invisible block to satisfy that criteria Neronic should be coming soon

Thanks for the heads up AndyCat1811 glad you're enjoying it!

AndyCat1811, Oct 24th 2025 at 9:03 PM

I really love this mod and the entire floral zones collection!  I think the textures fit the base game really well and I love having more variety!  Just wanted to comment to say that when planting tree seeds from this mod and then looking at the sprouts, I see the ids instead of the name of the items.  I tested in creative and it seems that only the 4 tree seeds from this mod do that and all the other floral zones tree seed show the item name like expected

Neronic, Oct 24th 2025 at 6:46 PM (modified Oct 24th 2025 at 6:46 PM)

Found a bug where when you prune blue grape vines the game spams null reference warnings until the game freezes. 
This is one of the exceptions thrown: 

Crash Report
24.10.2025 19:44:48 [Error] Exception thrown during OnTesselation() of block entity Vintagestory.GameContent.BlockEntityBerryBush@507236/174/515693. Block will probably not be rendered as intended. 24.10.2025 19:44:48 [Error] Exception: Object reference not set to an instance of an object. at Vintagestory.GameContent.BlockBerryBush.genPrunedMeshes() in VSSurvivalMod\Block\BlockBerryBush.cs:line 72 at Vintagestory.GameContent.BlockBerryBush.GetPrunedMesh(BlockPos pos) in VSSurvivalMod\Block\BlockBerryBush.cs:line 61 at Vintagestory.GameContent.BlockEntityBerryBush.OnTesselation(ITerrainMeshPool mesher, ITesselatorAPI tessThreadTesselator) in VSSurvivalMod\BlockEntity\BEBerryBush.cs:line 372 at Vintagestory.Client.NoObf.JsonTesselator.Tesselate(TCTCache vars) in VintagestoryLib\Client\Render\Tesselation\ChunkTesselator\JsonTesselator.cs:line 111
Tentharchitect , Oct 21st 2025 at 12:01 AM

Liquid trading wasn't working at the time we set up this mod and we haven't gone back to see if it works now. We are also being cautious about adding too many new entries to the merchant lists, as if we do it could drown out all other options due to how they cycle, hence why we only added a grape that was one step away from the wild ones and the two ends of selective breeding. As for clippings, the sale of them wasn't the primary goal, it was to have a sink for the clippings for those who make a massive vineyard and are reliably getting lots of clippings each harvest with no intention of making more grape vines. Jenpai

Jenpai, Oct 20th 2025 at 5:10 AM (modified Oct 20th 2025 at 5:21 AM)

is there a list somewhere to show what merchants will buy what grapes?

Edit: Nevermind found it in the game files, only lux traders buy green, white and black grapes.

Suggestion:
To let other merchants buy the other grape colors; but maybe in larger bulk as they are not luxuries? Or maybe purchase wine?

The selling price of vine clipings should be a lot higher, due to how rare clippings are; even selling red clippings is not worth it.

 

Tentharchitect , Oct 14th 2025 at 5:33 PM

I'm not sure what's going on with leaf blocks not generating on saplings, I'm wondering if modded trees aren't working with the wood cutting groups. 
The gate's audio is paired up with the class, so I need to manually add it at some point rayllis689

rayllis689, Oct 13th 2025 at 11:03 AM

Have planted about a dozen european yew seeds, around half of which did not generate leaf blocks after growing. Also noting the rough hewn gate made from yew doesn't make sound when opened and closed.

Tentharchitect , Oct 5th 2025 at 3:27 PM

Could you elaborate Undea I've not gotten any other reports nor seen this in the dozens of worlds I've generated so I can't locate the issue you're describing.

I tested all the Mediterranean trees and wasn't able to recreate this issue in the latest version. Though with the base game woodcutting the way it works is each tree has a value assigned of 1-8, and when you chop down a tree all the logs and leaves with that value and matching tree type are cut down. If a tree with the same number value and type spawned close enough the leaves are touching, it will cause those leaves and logs to be cut as well. EthelVril

EthelVril, Oct 4th 2025 at 8:53 PM

Same issue as FinkThinker and I am running a 7900xtx and 64gb of ram so idk why it causes stutters.

Undea, Oct 1st 2025 at 10:57 AM (modified Oct 1st 2025 at 10:57 AM)

one of your Floral Zones mods is breaking the plant generation since the update

Tentharchitect , Sep 26th 2025 at 4:28 PM

Correct, the ship building process is specifically coded that makes it hard to add modded woods without causing a lot of potentially save corrupting mod conflicts. It's on our long term project list to figure out, but in the mean time you could potentially 'burn' an equivalent amount of resources and cheat one in. Bob9009

Garthon, Sep 26th 2025 at 3:39 AM

The handbook shows a white poplar ship as a thing, but it won't accept the logs as valid logs to start the build.

Tentharchitect , Sep 22nd 2025 at 3:55 PM

I'll add it to the list to check out FinkThinker

FinkThinker, Sep 22nd 2025 at 2:42 AM

Another issue I've noticed as I've played around more trying to figure out what I can keep without bugs is that the variant of oak provided, along with the white poplar and sometimes the yew are clustering together when "chopped" by axe which leads to random trees 10-20 blocks away being chopped instead of the tree I'm cutting, and also results in leaves floating in the air instead of disappearing similarly to vanilla trees.

Tentharchitect , Sep 21st 2025 at 4:09 PM

Thanks for the report, adding to the bug list greatorder

greatorder, Sep 20th 2025 at 2:45 PM

I've noticed the rough-hewn yew fence gates don't produce any sound when opened/closed. I assume it's probably not just them but I've not tested regular fence gates or gates from other species.

Tentharchitect , Sep 20th 2025 at 2:32 PM

I appreciate the way you worded it and your well thought out critique. I agree, it's something I've seen as well and I'll talk with Flish about making some tree shape variants for them. FinkThinker

FinkThinker, Sep 20th 2025 at 2:56 AM

I really enjoy these mods so I hope this criticism is not taken as mean-spirited:

The white poplars and the density with which they spawn in forest clusters absolutely destroys performance (even in comparison to vanilla forests) even with heavily reduced view distances. I suspect it may have to do with the extremely large amount of leaf blocks that are spawned and the game trying to render with transparency, but that's just a layman's guess. Additionally, the versions of the white poplar present in this mod all seem to be very old and very well-developed trees, with no versions of the tree I could find that would represent the more common, thinner ones I've seen in person. Even the older trees I've seen seem to grow upwards before growing as far outwards as the ones in-game do.

The european yews present suffer from a similar issue, although the performance impact is mitigated by the much smaller size and leaf quantity. Same as with the poplars, the trees present seem to be clones of very old trees, rather than specimens of what the average tree looks like.

The remainder of the trees and other flora were great, and to remedy the issues these two present in my game I've just heavily reduced their weight so they are rare finds, but if you ever decide to revisit them I hope this feedback helps a bit.

Tentharchitect , Aug 31st 2025 at 3:22 PM

There is! Leanna

Leanna, Aug 27th 2025 at 7:32 PM

Hello! Is there a plan to update the mod to 1.21? 

Tentharchitect , Aug 17th 2025 at 3:15 PM

I've added that to our bug list, thanks for bringing it up Blanko1230

Artichoke does not spawn in the world, you currently need to collect cardoon and craft artichokes. If or when a vegetable breeding system is added to the base game we hope to use that to have players domesticate cardoon. pimblokto

pimblokto, Aug 17th 2025 at 12:52 AM

Does the artichoke actually spawn in world?

Blanko1230, Aug 12th 2025 at 10:47 AM

Making alcohol from the added plants seem broken in some way.

I can only seal barrels with 1 L increments of Red Grape Juice while base game fruits can be sealed with any amount.

The problem seems the recipe as the added juices need 0.1 L while things like Apple Cider need 10 mL of Juice.

I would love to see this fixed as hitting 1 L perfectly isn't feasible. You'll always have some extra.

(This is also a problem in the other mods, i.e. Juniper Berries)

Tentharchitect , Jul 30th 2025 at 5:07 PM

It is craftable, we just need to fix the handbook entry being hidden due to it crafting the harvested form. You need a knife above 3 fennel and it'll craft a harvested form. TenderRoast

TenderRoast, Jul 29th 2025 at 12:24 AM

Maybe a way to make the Giant Fennel plant craftable? Maybe for 1 fennel + 2 resin, just so it can become farmable, but not be an infinite source of resin?

Tentharchitect , May 15th 2025 at 7:15 PM

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

crumps, May 15th 2025 at 3:37 PM

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

Vari_Ares, Apr 24th 2025 at 10:01 PM

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

Tentharchitect , Apr 24th 2025 at 9:58 PM

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.

Calisto, Apr 23rd 2025 at 11:06 PM

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. 

Calisto, Apr 23rd 2025 at 7:01 PM

Tentharchitect I posted in to the Vanilla Varients comments and they said it wasn't their patch *shrug*

Vari_Ares, Apr 23rd 2025 at 6:14 PM

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

Tentharchitect , Apr 22nd 2025 at 3:50 PM

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

Calisto, Apr 22nd 2025 at 3:46 AM

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

Tentharchitect , Apr 11th 2025 at 6:35 PM

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

Semtexagon, Apr 11th 2025 at 5:30 PM

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?

VaelophisNyx, Apr 4th 2025 at 9:38 PM

these updated like, 2 minutes after I downloaded them, lol

Tentharchitect , Mar 31st 2025 at 9:17 PM

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

Shade00a00, Mar 31st 2025 at 2:01 PM

The wood planks from these mods don't seem to be usable to make gears (and perhaps other items that use planks)

Dr_Victoria, Mar 23rd 2025 at 10:28 AM

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...

Arndas, Mar 23rd 2025 at 9:45 AM

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.

Dr_Victoria, Mar 22nd 2025 at 6:40 PM

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!

Tentharchitect , Mar 18th 2025 at 3:46 PM

I'll check it out

Burgersim, Mar 16th 2025 at 9:14 AM

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.

crumps, Mar 2nd 2025 at 10:17 PM

Awesome, thank you so much for the reply. I'll keep looking, probably just some RNG on the chunk spawns.

Tentharchitect , Mar 2nd 2025 at 5:40 PM

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

crumps, Mar 2nd 2025 at 5:08 PM

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

Tentharchitect , Feb 26th 2025 at 6:59 PM

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

Rkayth, Feb 25th 2025 at 9:21 PM

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?

Tentharchitect , Feb 24th 2025 at 4:57 PM

If I recall correctly, the reasoning was that we didn't want to give a way of easily farming resin HuntsmanBriar

HuntsmanBriar, Feb 23rd 2025 at 9:24 PM

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?

Tentharchitect , Feb 9th 2025 at 4:45 PM

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.

Junrall, Feb 9th 2025 at 9:14 AM

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?

Tentharchitect , Feb 7th 2025 at 9:19 PM

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

SturgeonFish, Feb 6th 2025 at 9:20 PM

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.

Tentharchitect , Jan 27th 2025 at 4:48 PM

Hey thank you very much! Nikuksis

Nikuksis, Jan 27th 2025 at 10:30 AM

Thanks for the mod!
Here's my russian translation: Gdrive link

TRexTheHunter, Jan 10th 2025 at 8:47 PM

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

neobit, Jan 10th 2025 at 7:42 PM

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!

Tentharchitect , Jan 10th 2025 at 3:55 PM

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

neobit, Jan 9th 2025 at 2:57 PM

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?

washaa, Jan 3rd 2025 at 5:56 PM

Thanks, I'll try that!

Tentharchitect , Dec 31st 2024 at 9:40 PM

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

washaa, Dec 30th 2024 at 9:30 PM

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.

Tentharchitect , Dec 29th 2024 at 3:59 PM

Thanks MishkaSnep! 
I'll check it out

MishkaSnep, Dec 27th 2024 at 2:09 PM

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

Tentharchitect , Dec 13th 2024 at 4:09 PM

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. 

Mirok, Dec 13th 2024 at 11:25 AM

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?

CounterMeasure, Dec 9th 2024 at 2:38 AM

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.

Tentharchitect , Dec 5th 2024 at 5:13 PM

You can, the new plants just won't appear in already generated chunks

MRGOOSE, Dec 5th 2024 at 4:32 PM

can the floral zones mods be added later on a world or does it have to be added on first load?

Tentharchitect , Dec 2nd 2024 at 11:57 PM

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

Hydromancerx, Nov 29th 2024 at 2:20 AM

No v1.19 version? :(