Mods / Floral Zones: Neozeylandic Region
- Tags:
- Authors:
- Tentharchitect, Flish
- Side:
- Both
- Created:
- May 16th 2024 at 9:37 PM
- Last modified:
- Dec 30th 2025 at 5:42 PM
- Downloads:
- 94559
-
Latest release (for Vintage Story 1.21.5 and 1.21.6, outdated):
FloralZonesNeozeylandicRegion-v1.0.19.zip 1-click install
This mod adds plants from the Neozeylandic 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 | Additional Features |
| Swamp Astelia | Astelia grandis | 1.5-2 m H | 8-16 | 40-93% | 0.4-1 | 0.3-1 | 0-0.25 | Near Water | Fruit | |
| Dwarf Cabbage Tree | Cordyline pumilio | 1 m H | 12-16 | 63-92% | 0.4-0.6 | 0-0.6 | 0-0.15 | Vegetable | ||
| Mountain Cabbage Tree | Cordyline indivisa | 8 m H | 6-14 | 26-100% | 0.6-1 | 0.2-1 | 0.1-0.45 | |||
| Parataniwha | Elatostema rugosum | 1 m H | 10-16 | 59-95% | 0.6-1 | 0.5-1 | 0-0.16 | On Surface Plus Under Trees | ||
| Pygmy Pine | Lepidothamnus laxifolius | 1 m W | 3-11 | 58-100% | 0-0.6 | 0-0.2 | 0.21-0.4 | |||
| Crown Fern | Lomaria discolor | 1 m H | 6-16 | 26-100% | 0-1 | 0.4-1 | 0-0.4 | On Surface Plus Under Trees | ||
| King Fern | Ptisana salicina | 5 m H | 11-23 | 50-96% | 0.6-1 | 0.6-1 | 0-0.22 | On Surface Plus Under Trees | ||
| Taramea | Aciphylla aurea | 1.5 m H | -2-12 | 26-75% | 0-0.7 | 0-0.2 | 0.05-0.5 | |||
| Ross Lily | Bulbinella rossii | 1 m H | 8-10 | 65-73% | 0.7-1 | 0-0.1 | 0-0.18 | |||
| Cotton Daisy | Celmisia angustifolia | 1 m W | -2-10 | 48-80% | 0-1 | 0-0.1 | 0.08-0.6 | |||
| Lord Howe Wedding Lily | Dietes robinsoniana | 1.5 m H | 18-20 | 62-68% | 0-1 | 0-0.5 | 0-0.22 | |||
| Forked Sundew | Drosera binata | 0.3 m H | 10-20 | 26-75% | 0-0.6 | 0-0.2 | 0-0.1 | |||
| Chatham Island Forget-Me-Not | Myosotidium hortensia | 1 m H | 11-13 | 29-63% | 0.5-1 | 0-0.3 | 0-0.05 | |||
| Giant Button Daisy | Pleurophyllum criniferum | 2 m H | 4-10 | 65-73% | 0.7-1 | 0-0.1 | 0-0.18 | |||
| Campbell Island Daisy | Pleurophyllum speciosum | 1 m H | 6-10 | 65-73% | 0.7-1 | 0-0.1 | 0-0.18 | |||
| Mount Cook Buttercup | Ranunculus lyallii | 1 m H | -2-8 | 50-100% | 0-1 | 0-0.3 | 0.18-0.5 | |||
| Dwarf Kowhai | Sophora prostrata | 2 m H | 8-12 | 26-70% | 0-1 | 0-0.3 | 0-0.1 | |||
| Hebe | Veronica epacridea | 0.4 m H | -2-10 | 21-100% | 0-1 | 0-0.3 | 0.15-0.68 | |||
| Kahakaha | Astelia hastata | 1-1.5 m H | 10-16 | 29-100% | - | 0-1 | 0-0.39 | On Trees | Placeable in antler mounts | |
| New Zealand Flax | Phormium tenax | 4 m H | 6-20 | 26-100% | 0-1 | 0-0.5 | 0-0.41 | Fibers, Rope, Reeds | ||
| Shore Puha | Sonchus kirkii | 0.3-1 m H | 10-16 | 26-80% | 0-1 | 0-0.2 | 0-0.05 | Vegetable | ||
| Tree Nettle | Urtica ferox | 3 m H | 8-14 | 26-100% | 0.7-1 | 0.1-0.6 | 0-0.18 | On Surface Plus Under Trees | Damaging block | |
| Bog Pine | Halocarpus bidwillii | 3-4.8 m H | 4-12 | 71-100% | 0-1 | 0.3-0.6 | 0-0.45 (0.5) | Seeds | ||
| Snow Totara | Podocarpus nivalis | 2-3 m W | 4-12 | 68-100% | 0-1 | 0-0.4 | 0.06-0.5 (0.5) | Seeds | ||
| Norfolk Island Pine | Araucaria heterophylla | 50-65 m H | 18-20 | 65-71% | 0-0.6 | 0-1 | 0-0.05(0.4) | Wood, Seeds | ||
| Silver Tree Fern | Alsophila tricolor | 10-12 m H | 6-16 | 26-54% | 0.4-1 | 0-1 | 0-0.5(0.6) | Seeds | ||
| Rimu | Dacrydium cupressinum | 35-60 m H | 8-16 | 26-100% | 0-1 | 0.5-1 | 0-0.2(0.45) | Wood, Seeds, Resin | ||
| Whau | Entelea arborescens | 5-8 m H | 12-16 | 26-75% | 0-0.7 | 0-0.65 | 0-0.2(0.4) | Firewood, Seeds | ||
| Tawhai | Nothofagus menziesii | 25 m H | 6-14 | 26-100% | 0-1 | 0.4-1 | 0-0.5(0.65) | Wood, Seeds, Tannin | ||
| Totara | Podocarpus totara | 20-25 m H | 6-16 | 26-100% | 0-1 | 0-1 | 0-0.52 (0.67 | Wood, Seeds | ||
| Lancewood | Psuedopanax crassifolius | 8-12 m H | 6-16 | 26-100% | 0-1 | 0.3-1 | 0-0.23 (0.4) | Firewood, Seeds | ||
| Nikau Palm | Rhopalostylis sapida | 15 m H | 12-16 | 26-75% | 0.5-1 | 0-0.85 | 0-0.05 (0.4) | Firewood, Seeds, Thatch, Vegetable |
Biomes: This mod adds plant life to the Australasian and Oceanic 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
Features:
The plants in this mod primarily spawn between 50 and 0 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* |
|---|---|---|---|---|---|---|---|
| 1.0.19 | floralzonesneozeylandicregion | 26000 | Nov 23rd 2025 at 9:41 PM | FloralZonesNeozeylandicRegion-v1.0.19.zip | 1-click install | ||
|
Added-Useful Trader Compatibility (Thanks Droseran!) | |||||||
| 1.0.18 | floralzonesneozeylandicregion | 2895 | Nov 5th 2025 at 9:23 PM | FloralZonesNeozeylandicRegion-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 | floralzonesneozeylandicregion | 707 | Nov 3rd 2025 at 5:18 PM | FloralZonesNeozeylandicRegion-v1.0.17.zip | 1-click install | ||
|
Added-Oils! (Patched) Compatibility (Thanks Droseran) Added-Posts and Beams Compatibility (Thanks Droseran) | |||||||
| 1.0.16 | floralzonesneozeylandicregion | 3012 | Oct 26th 2025 at 5:12 PM | FloralZonesNeozeylandicRegion-v1.0.16.zip | 1-click install | ||
|
Added-Custom berry bush class to stop them from being pruned (Thanks Ape!) | |||||||
| 1.0.15 | floralzonesneozeylandicregion | 12450 | Sep 26th 2025 at 4:18 PM | FloralZonesNeozeylandicRegion-v1.0.15.zip | 1-click install | ||
|
Fixed-Crate recipe in line with base game’s | |||||||
| 1.0.14 | floralzonesneozeylandicregion | 8134 | Aug 31st 2025 at 3:25 PM | FloralZonesNeozeylandicRegion-v1.0.14.zip | 1-click install | ||
|
Added-Figure heads | |||||||
| 1.0.13 | floralzonesneozeylandicregion | 15833 | May 15th 2025 at 7:42 PM | FloralZonesNeozeylandicRegion-v1.0.13.zip | 1-click install | ||
|
Added-Dwarf cabbage tree roots can be added to troughs | |||||||
| 1.0.12 | floralzonesneozeylandicregion | 922 | May 12th 2025 at 4:23 PM | FloralZonesNeozeylandicRegion-v1.0.12.zip | 1-click install | ||
|
Added-Wooden path recipe | |||||||
| 1.0.11 | floralzonesneozeylandicregion | 674 | May 7th 2025 at 10:14 PM | FloralZonesNeozeylandicRegion-v1.0.11.zip | 1-click install | ||
|
Added-Wildcraft basket compatibility | |||||||
| 1.0.10 | floralzonesneozeylandicregion | 2769 | Apr 17th 2025 at 11:40 PM | FloralZonesNeozeylandicRegion-1.0.10.zip | 1-click install | ||
|
Fixed-Fern lighting bug creating double shadows
| |||||||
| 1.0.9 | floralzonesneozeylandicregion | 1698 | Apr 4th 2025 at 9:22 PM | FloralZonesNeozeylandicRegion-v1.0.9.zip | 1-click install | ||
|
Fixed-Long standing rendering bug, plants no longer fade to white at a distance | |||||||
| 1.0.8 | floralzonesneozeylandicregion | 2139 | Mar 21st 2025 at 9:15 PM | FloralZonesNeozeylandicRegion-v1.0.8.zip | 1-click install | ||
|
Fixed-Antler Mount recipes | |||||||
| 1.0.7 | floralzonesneozeylandicregion | 6702 | Jan 28th 2025 at 8:04 PM | FloralZonesNeozeylandicRegion-v1.0.7.zip | 1-click install | ||
|
Added-Bucket recipe with rope | |||||||
| 1.0.6 | floralzonesneozeylandicregion | 4109 | Dec 12th 2024 at 7:45 PM | FloralZonesNeozeylandicRegion-v1.0.6.zip | 1-click install | ||
|
Added-Quarter logs for Norfolk Island Pine, Rimu,Tawhai,Totara and Lancewood | |||||||
| 1.0.5 | floralzonesneozeylandicregion | 915 | Dec 5th 2024 at 6:29 PM | FloralZonesNeozeylandicRegion-v1.0.5.zip | 1-click install | ||
|
Refactored-fixed for 1.20's new formats | |||||||
| 1.0.4 | floralzonesneozeylandicregion | 1124 | Nov 6th 2024 at 6:56 PM | FloralZonesNeozeylandicRegion-v1.0.4.zip | 1-click install | ||
|
Adds-Cabbage tree root and palm heart pies | |||||||
| 1.0.3 | floralzonesneozeylandicregion | 2980 | Jun 11th 2024 at 4:00 PM | FloralZonesNeozeylandicRegion-v1.0.3.zip | 1-click install | ||
|
Fixed-Vegetable strings | |||||||
| 1.0.2 | floralzonesneozeylandicregion | 761 | May 21st 2024 at 3:40 PM | FloralZonesNeozeylandicRegion-v1.0.2.zip | 1-click install | ||
|
Fixed-Game crashing bug when looking at bow staff in handbook | |||||||
| 1.0.1 | floralzonesneozeylandicregion | 460 | May 17th 2024 at 1:41 AM | FloralZonesNeozeylandicRegion-v1.0.1.zip | 1-click install | ||
|
Fixed-Added missing fence textures | |||||||
| 1.0.0 | floralzonesneozeylandicregion | 275 | May 16th 2024 at 9:40 PM | FloralZonesNeozeylandicRegion-v1.0.0.zip | 1-click install | ||
|
Launch | |||||||









Are we getting an update soon ?
Is this mod compatible with other Floral Zones?
I'm not sure if it's intended but sometimes harvested new zealand flax doesn't drop the bush. Harvesting is no issue from what I've noticed though.
I know on 21.5 I had a higher chance of not getting the harvested bush back after I had already placed it (confirmed I was using a knife). I haven't tried it on 21.6. I think Spanish Broom has a similar issue but in both worlds I find far more new zealand flax than the other, so I'm not entirely sure.
Kia ora e hoa,
Any plans to add the Kauri to this modpack? This mod is an auto include for my friends and I. Love seeing our country represented!
Ngā mihi!
Not sure if this has been noted yet but totara quarter logs are not flammable apparently
This mod in particular has some of my favorite modded plants, the new zealand flax is particularly good
I have uploaded the translations pack into new client mod.
https://mods.vintagestory.at/show/mod/35753
added there the latest version translations. please if you consider adding translation directly to the mod use the lang files from there. I have fixed few minor things since the version uploaded to gdrive i linked before :)
Thanks Nikuksis!
Hi! I just finished russian translation for this cool mod. Please include in next version.
EDIT: (the link was here) - please use lastest version from the translation pack :)
PS:
you have a string mistake in your json:
"block-wildbeehive-inlog-araucariaheterophylla" - doesnt work correctly in english version either.
, should be:
"game:block-wildbeehive-inlog-dacrydiumcupressinum"
added these lines in ru.json
Yeah that sounds about right, it's like the Cassava where the game time is considerably shortened compared to irl time, but dwarf cabbage is normally harvested 3 years after being grown from a seed Zaeze
Are you sure the grow times for crops and bushes are set correctly? I feel like dwarf cabbage isn't meant to take nine entire months to grow from seed, for example.
Not at this time, we're waiting to see how the base game plants are expanded upon before implementing a cultivation method that might need to be replaced when the base game version comes out MegaBroBuster
They do not, only one tree shape can be assigned to a tree sapling SuicideSwifty
If I plant the Totara seeds in a 2x2 does it mkae them grow to be the large Totara trees?
Is cultivation of some of these plants something i could expect out of these mods/suggest? I just want a way to grow more NZ flax [and kudzu but thats not from this specifically], and other plants from this mod series and treat them like "crops" (as one would berry bushes really).
Those have been fixed, I'm just getting through the animal updates before doing another round of FZ bug fixes. Thanks for reporting precisely! xXx_Ape_xXx
A compability patch for Wildcraft have typo in filename:
That crash has been address in the 1.21 update
I've tested the bookcases a couple of times, it just seems to be wood from this mod that causes the game to crash to desktop if you try and place it. 1.21
Do not use on 1.21 until the update. the wood types being used for bookshelfs is causing a crash that prevents you from joining back in.
There are two different forms of Rimu that spawn in the tree, 1 and 2x2 trunks that both spawn on world gen. The seeds are only able to be assigned to one tree shape, so we elected to have the saplings grow into the smaller of the two. You could go into the plaintreesapling block file and change the treegen to match the 2x2 Rimu if you want them to grow at the larger size MAKKOV
Hi! I have a question about Rimu trees (and other trees that generate as 2×2):
Why don't Rimu seeds grow into the large 2×2 version like redwoods? The tree that grows from a single seed looks much smaller and doesn't resemble the massive one found in world generation.
Is there any way to grow a full-sized 2×2 Rimu tree from seeds?
@bumblebink Do you have combat overhaul installed? I'm pretty sure it was the culprit since when I removed it, the i-frames returned. Maybe CO removes them entirely.
It might be the mod that removes damage i-frames if you have it. I hadn't considered that issue, but the Tree Nettles are set up the same way as the base game cactus, so anything that effects one will likly effect the other bumblebink
I'm not sure if it's because of another mod I have installed, but Tree Nettle seems to have no i-frames attached to it, causing it to do nuclear levels of damage and apply some crazy knockback (if it doesn't outright kill you).
I've messaged the person who wrote up the Ancient Tools compatibility files, sounds like they've been busy with irl stuff but at looking into it.
As for the shield, we were having that issue with some other mods, might have missed fixing this one as it came out around the time we fixed the others. I'll make a bug note
Qwerdo Yeah, I'm also getting these errors on start up still, same regions ^^;
Would be neat if in the Ancient Tools compat rimu bark was given the salveProperties/isMedicinalBark attribute since rimu bark has been used for medicine
For some reason I'm able to craft a Totara Shield out of iron/steel but not out of bronze. It seems like there's not a crafting recipe for the bronze variant?
That's not a bug, the sailboat crafting process is pretty strict and when we first tried patching our wood types in we realized it would very easily cause conflicts or crashes if we went about it the wrong way. For now, you can only get the FZ wood ships via creative mode or commands. At some point we'll look into adding it when the ship making process is further along or if someone else figures out a safe patching method Wulf_Hymir
I have a wierd bug but when I go to build a sailboat with the wood it defaults the mat to oak making it so I cant use the wood like Tawhai to build the ship
I'll check with Flish about his reasoning, but I believe it is either because those trees can handle all types of soil qualities and should be in those environs, or because this is the only temperate plant pack for Oceania and therefore will represent all the tree life for that area for those using Biomes.
I noticed that the trees from this mod were spawning way more than any other tree type as far as I could tell, and I think that the issue may be that almost every treetype has a minimum and maximum fertility of 0 to 255, whereas there isn't a single vanilla tree type with a range that wide -- in fact, there's only a single vanilla tree type that can spawn at minimum fertility (dwarf birch). Is this intended, or is it an oversight?
Tentharchitect
I'm pretty sure i've figured out what the directionalresin error is caused by.
Three of the Floral Zones mods contain the same patch to remove that array from Ancient Tools json file. Specifically the drops array.
It's the cape region mod, neozeylandic region and the central australian region one.
It throws the error twice because the cape region mod already removed it it now the other two can't target it anymore since it doesn't exist anymore.
Shouldn't be harmful but it does throw some ugly errors.
Maybe you can use some reverse dependecy checks to see if the patch needs to applied or not
Hey is this meant to be compatible with more piles? As I cannot place Tawhai as a wood pile with the latest version of both.
Looking forward to pikopiko and huruhuru whenua being added :) Its so nice seeing the world I live in, in Vitnage Story
Thanks for the bug report, both are known bugs and the cause isn't determined
BUG:
Norfolk island pine trees leaves top leaves decay leaving the trunk without the tip
Totara tree leaves decay on trees leaving sometimes just the trunk both on world generated and planted
The forestation and shrub setting controls the heat maps of world generation, and by lowering it, you cut off the top portion of the range, ie you won't get 85ish to 100% forest zones when you lower the rate one step. A lot of these trees also spawn in open woods settings, which will continue to exist with lower forest and shrub settings, while almost no base game trees make use of that habitat at the moment.
So, yes it works with that world gen setting, but you'll see a different result than with just the base game content. It will still reduce bear spawns, as they depend specifically on the forest heat maps and not the actual number of trees that exist
Does this mod work properly with the World Gen "Forestation and Shrubs" setting? I always set my games to have less forests because of jump scare bears but upon generating a world I was inside a HUGE forest made of this mod's trees and flora.
Thanks for pointing that out, I'll go through and fix that next update
Hey!
A small copy-paste error in assets\floralzonesneozeylandicregion\blocktypes\wood\woodtyped\trapdoor.json makes the solid trapdoor not air-tight:
airtightByType: {
"door-solid*": true,
"*": false
}
should be
airtightByType: {
"trapdoor-solid*": true,
"*": false
}
Thank you kindly for saying so Jake!
No plans at the moment to add more plants to this mod, our current target is 30 plants for a given pack to keep from bloating the file size and being deliberate with our rosters. That said, we may bump that up someday if enough new plant features are added, so I can put the Kauri on the potential additions list
Love this mod, since I am a Kiwi, feels like home :)
Are you planning on adding Kauri? It is such a grand tree and grows so straight and true (perfect for ship masts) and the timber has such a wonderful golden colour that it was almost chopped to extinction. Would love to see it in the game.
So they are designed such that they can work together, though from a gameplay balance perspective certain resources will be extremely common and predators will be abundant, especially as more mods come out.
Hopefully either the Biome's mod is updated soon or the base game bioregions feature is implemented as then the content will be more evenly spread around the world. For now I personally would be selective with which content I use, like if I wanted a Eurasian play through I'd use the East Asiatic and Mediterranean plants, and the Pantherinae, Capreolinae, Caninae, Rhinocerotidae, Manidae, Sirenia and Felinae animal packs.
Or you could make a unique combination based on personal preference. The Neozeylandic and Mediterranean plants make for interesting subtropical forests.
MimiKitty
are all the fauna and floral mods designed to work together all at once?
Ah, looks like we missed the new rope recipe, I'll go through and add them to the FZ mods soon
Buckets cannot be made with Totara boards and rope, only twine. Is this a bug or intentional?
MRGOOSE
It can, but plants will only appear in new or regenerated chunks
can this be added to existing worlds?
Ah thanks, I'm going through and doing the rest of the 1.20 features for the FZ mods, will get that as well
Bug report: Rafts from new wood cannot be placed down (msg: no such entity loaded) and oars can't be placed in the attachment point on a raft.
Game Version: v1.20.0-rc.1 (Unstable)
System.FormatException: Reserved characters ~ not allowed in filename:- floralzonesneozeylandicregion:textures/block/plant/leaves/branches/araucariaheterophylla.png~
I think you'll get some error messages but in theory it should still work
Sweet, thank you! Will the 1.20 mod work on the 1.98 version? I'm enjoying my little hut by the sea.
Flishster is plugging away at converting the Floral Zones to 1.20, I believe that bug has been fixed in the new version
25.11.2024 12:54:27 [Error] ItemRowboat: No such entity - floralzonesneozeylandicregion:boat-raft-nothofagusmenziesii
Okay, from examining the log and the mod it looks like the Joy of Sailing mod conflicts with the raft recipe in this one. Possibly the oar as well. I'm testing my local single player game by removing the raft.json files (two of them) from this mod to see if it fixes the problem.
e: It does not! Fascinating. The raft turned into a Tawhai wood raft and doesn't function at all now.
They should yep diza
And answered this elsewhere Vinter, but for others it's the Kahakaha
Hello! If I install all your mods of floral zones, will they work together correctly?
Tentharchitect - What mushroom class objects are you adding that don't have nutrition?
And coming through here, Flishster is updating the Floral Zone mods for 1.20 and fixing some bugs.
Auto map markers is set up in such a way that it'll crash if mushroom class objects don't have nutrition, so hopefully they change that.
The trees should be convertible to fire wood, we'll look into it.
Hey it appears there is a bug with rafts. They can be crafted fine but when one tries to place them they can't and they get the error:
No such entity 'floralzonesneozeylandicregion:boat-raft-nothofagusmenziesti"loaded.
Thank you for this series of mods; I really love the variety they add and the models look great. :)
I have noticed the 2x2 Tawhai and Totara seem to spawn without 4 blocks underneath them with relative frequency (so they end up "hanging" half off the ground), which doesn't seem to happen with the vanilla 2x2 trees.
Are the trees not supposed to give firewood? I've just spent 2 days going full deforestation mode on some Tawhai trees only to just find out they can't be turned to firewood...
Game had a crash to desktop when interacting with the Kahakaha on the side of trees. It looks like it is not playing nice with auto map markers.
Running on 64 bit Windows 10.0.19045.0 with 65436 MB RAM
Game Version: v1.19.8 (Stable)
8/11/2024 10:54:49 PM: Critical error occurred in the following mod: egocaribautomapmarkers@3.1.0
Loaded Mods: offhandpenalty@1.0.0, ancientarmory@1.0.5, arrowrecovery@1.0.0, bettercrates@1.7.0, bettershears@1.0.0, bettersticks@1.1.0, bettertraders@0.0.7, charcoalpitrebalance@1.0.0, chiseltools@1.10.5, hqzlights@1.1.1, extrachests@1.8.0, floralzonescaperegion@1.0.10, floralzonescaribbeanregion@1.0.7, floralzonescentralaustralianregion@1.0.5, floralzoneseastasiaticregion@1.0.3, floralzonesneozeylandicregion@1.0.3, instanddrifterdrops@1.0.0, knifeknapping@1.0.0, largercrock@1.0.2, leaflanternlining@1.1.1, mcd1@1.0.0, moreclay@1.0.2, MoreTorchHolders@1.0.0, nailsmold@1.0.1, nodrifterthrowing@1.0.0, noisybears@1.1.0, NoNegativeTraits@1.0.1, oils@1.2.2, plantmat@1.7.2, primitivesurvival@3.4.9, reducedwolfaggro@1.0.2, salmonfix@1.0.0, sfaws@1.0.0, slvbearnerf@1.0.1, superfuelresumed@2.1.3, temporal_gears_stack@1.0.0, thatchexpanded@1.1.1, Vanilla_PlusWorldGen@1.3.3, vichnybackpack@1.1.2, visibleore@1.0.1, game@1.19.8, wlts@1.0.0, abcsreborn@0.2.2, alchemy@1.6.34, animalcages@3.0.2, egocaribautomapmarkers@3.1.0, betterbloomeriesreborn@1.0.5, betterfirepit@1.1.4, betterruins@0.3.7, blacksmithenhancements@1.0.5, blocksoverlay@3.2.1, carryon@1.7.4, chickenfeed@1.1.0, chickenSit@2.0.1, commonlib@2.3.7, composter@1.1.0, cropseedstage@1.0.1, danatweaks@2.3.0, extrainfo@1.8.0, fendragonbcs@0.0.8, fieldsofsalt@1.2.1, fromgoldencombs@1.6.0, glojack@1.3.0, golb@1.0.0, grassiergrass@1.0.0, herbarium@1.1.0, hudclock@3.4.0, knapster@2.10.0, knifemold@1.0.1, lavoisier@1.3.0, medievalexpansion@3.13.1, mobsradar@2.1.1, norottinghides@1.0.0, pigfeed@1.0.4, prospecttogether@1.3.0, scythemold@1.0.1, sealcrockswithclay@1.0.0, spawnhighlight@1.2.0, th3expansion@1.2.0, trapdoorsareladders@1.0.0, tulepropagation@1.0.0, vhfp@1.1.0, vmetp@1.1.1, vpeatp@1.1.0, vresp@1.1.1, vtpp@1.1.1, creative@1.19.8, vsimgui@1.1.5, survival@1.19.8, wildfarmingrevival@1.2.4, woodbarrels@1.0.4, woodchests@1.1.0, xlib@0.8.6, alchemistry@1.0.2, metalrecovery@0.1.19-pre.1, awearablelight@1.1.1, chemistrylib@1.1.5, tradercamps@1.1.4, configlib@1.3.13, doffanddonagain@4.0.0, em@2.7.0, stonequarry@3.2.1, xskills@0.8.8, bricklayers@2.5.6, itemmagnet@1.1.2
System.NullReferenceException: Object reference not set to an instance of an object.
at Egocarib.AutoMapMarkers.Utilities.ThingIdentifier.MushroomNotPoisonous() in C:\Users\justin\source\repos\VintageStory\automapmarkers\automapmarkers\src\Utilities\ThingIdentifier.cs:line 365
at Egocarib.AutoMapMarkers.Utilities.ThingIdentifier.IdentifyAsDynamicFlora() in C:\Users\justin\source\repos\VintageStory\automapmarkers\automapmarkers\src\Utilities\ThingIdentifier.cs:line 122
at Egocarib.AutoMapMarkers.Utilities.ThingIdentifier.Identify(IdentifyAsType type) in C:\Users\justin\source\repos\VintageStory\automapmarkers\automapmarkers\src\Utilities\ThingIdentifier.cs:line 79
at Egocarib.AutoMapMarkers.Utilities.ThingIdentifier.Identify(Settings config, IdentifyAsType type) in C:\Users\justin\source\repos\VintageStory\automapmarkers\automapmarkers\src\Utilities\ThingIdentifier.cs:line 71
at Egocarib.AutoMapMarkers.Patches.Block.Postfix(BlockSelection blockSel) in C:\Users\justin\source\repos\VintageStory\automapmarkers\automapmarkers\src\Patches\Block.cs:line 133
at Vintagestory.API.Common.Block.OnGettingBroken_Patch2(Block this, IPlayer player, BlockSelection blockSel, ItemSlot itemslot, Single remainingResistance, Single dt, Int32 counter)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.ContinueBreakSurvival(BlockSelection blockSelection, Block block, Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 771
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 444
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
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 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Ket
You can attach them in game mode 2, or in survival you can put them on antler racks for a nice epiphyte display!
NoctulianFreak
Thanks for the heads up, I'll look into it
When I have all five of your Floral Zones mods loaded, I notice the rafts for this specific mod do not work when you place them in water i.e. Tawhai, Rimu, Norfolk Island Pine, and Totara wood rafts.The error I get when I place the totara raft for example is: 'No such entity 'floralzoneneozeylandicregion:boat-raft-podocarpustotara' loaded.'
can you add the ability to re-attach the cute kahakaha plant to the tree hwne you have time? :D
Do any of your flora mods add tea leaves? I haven't been able to find a decent mod adding tea leaves, and would love one.
Good to know Jack, thanks for letting us know!
Hey, love this mod so far. New tree types and plants are great. Just wanted to say something about a bug regarding fence gates not having any sound to them. I'm not sure if this is also an issue with doors, as I haven't used new woods to make any yet. Will still use the fence gates regardless since the new wood planks look very nice and fit where I'm building.
Endarius_Termina
Yeah we're not exactly sure what happened. The vegetables had been working correctly in early versions of earlier FZ mods, but at some point the vegetable strings all and we can't figure out what the right format is. All of them are formatted the same way as the base game but don't work.
I noticed the Shore puha isn't displaying correctly for the meals.
So glad to hear BenjiBunny! It's been a dream of mine to be able to play VS set in any part of the world, and it's really exciting to hear when folks from said regions appreciate it!
I got into VS about two weeks ago and a friend of mine recently told me about this, and the flightless birds mod you're working on. You've made this Kiwi happy <3
Hmm, you might be right. There might be birds over the horizon 😏
i can taste the smell of new zealand birds :)
Woooo! I have been excited about this one!
Thanks! All the screen shots were generated with Biomes enabled while in the Oceanic realm. For landforms I used the Plains and Valleys mod, 384 world height, 200 or 300% landform scale and 50% or 60% upheaval. That combination works really well for the grand vistas and mountain valleys look I wanted for a New Zealand setting.
Awesome, maybe Ill try to play in that region using biomes to check it out. Also, I would love to know what world generation settings you are using in those screenshots. They look amazing!