Mods / Floral Zones: Mediterranean Region
- Tags:
- 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:
| 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 |
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
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 Identifier | For 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 | |||||||
| 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 | |||||||
| 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!) | |||||||
| 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) | |||||||
| 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!) | |||||||
| 1.0.15 | floralzonesmediterraneanregion | 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 | |||||||
| 1.0.14 | floralzonesmediterraneanregion | 8806 | Aug 31st 2025 at 3:26 PM | FloralZonesMediterraneanRegion-v1.0.14.zip | 1-click install | ||
|
Added-Figure heads | |||||||
| 1.0.13 | floralzonesmediterraneanregion | 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 | |||||||
| 1.0.11 | floralzonesmediterraneanregion | 992 | May 12th 2025 at 4:41 PM | FloralZonesMediterraneanRegion-v1.0.11.zip | 1-click install | ||
|
Added-Wooden path recipe | |||||||
| 1.0.10 | floralzonesmediterraneanregion | 886 | May 7th 2025 at 10:16 PM | FloralZonesMediterraneanRegion-v1.0.10.zip | 1-click install | ||
|
Added-Wildcraft basket compatibility | |||||||
| 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 | |||||||
| 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 | |||||||
| 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 | 2291 | Mar 21st 2025 at 9:16 PM | FloralZonesMediterraneanRegion-v1.0.5.zip | 1-click install | ||
|
Fixed-Antler Mount recipes | |||||||
| 1.0.4 | floralzonesmediterraneanregion | 7157 | Jan 28th 2025 at 8:07 PM | FloralZonesMediterraneanRegion-v1.0.4.zip | 1-click install | ||
|
Added-Bucket recipe with rope | |||||||
| 1.0.3 | floralzonesmediterraneanregion | 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 | |||||||
| 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 | |||||||
| 1.0.0 | floralzonesmediterraneanregion | 542 | Nov 28th 2024 at 8:14 PM | FloralZonesMediterraneanRegion-v1.0.0.zip | 1-click install | ||
|
Launch | |||||||









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
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
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
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
Thanks for the reminder
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.
👀👀👀
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!
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.
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
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
Glad you figured it out!
Hello, are you planning on updating your "Floral" and "animals" mods to 1.22?
Thanks a lot :)
Hello, is there a goal to make trees implemented by this mod / group of mods compatible with in dappled groves ?
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?
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?
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.
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?
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
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.
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
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.
Quartered European Yew Logs lack any sound effect when chopping with an axe, possibly other quartered logs as well.
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.
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.
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.
Thanks! There are a few plants we might go back and add properties to whenever status effects are implemented weirdcress
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!
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
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.
Tentharchitect
could have be a mod conflict then.
anyway in the newer versions its working.
I wasn't able to replicate this, might be a mod conflict that alters trees Damonicus1986
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
Implemented! egoanditspwn
since snapdragons stack by color, could they have their color as a parenthetical at the end, like lupines?
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!
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
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:
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
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.
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
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.
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
Same issue as FinkThinker and I am running a 7900xtx and 64gb of ram so idk why it causes stutters.
one of your Floral Zones mods is breaking the plant generation since the update
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
The handbook shows a white poplar ship as a thing, but it won't accept the logs as valid logs to start the build.
I'll add it to the list to check out FinkThinker
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.
Thanks for the report, adding to the bug list greatorder
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.
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
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.
There is! Leanna
Hello! Is there a plan to update the mod to 1.21?
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
Does the artichoke actually spawn in world?
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)
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
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?
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? :(