Mods / Floral Zones: Neozeylandic Region

Category: #Crafting #Food #Worldgen
Author: Tentharchitect
Side: Both
Created: May 16th at 9:37 PM
Last modified: Jun 11th at 4:00 PM
Downloads: 3179
Follow Unfollow 81

Latest file for v1.19.8:
FloralZonesNeozeylandicRegion-v1.0.3.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:

Stats
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 11-18 30-73% 0.4-1 0.3-1 0-0.25 Near Water Fruit  
Dwarf Cabbage Tree Cordyline pumilio 1 m H 15-20 33-82% 0.4-0.6 0-0.6 0-0.15   Vegetable  
Mountain Cabbage Tree Cordyline indivisa 8 m H 6-19 26-100% 0.6-1 0.2-1 0.38-0.45      
Parataniwha Elatostema rugosum 1 m H 12-20 29-75% 0.6-1 0.5-1 0-0.16 On Surface Plus Under Trees    
Pygmy Pine Lepidothamnus laxifolius 1 m W 5-11 58-100% 0-0.6 0-0.2 0.21-0.31      
Crown Fern Lomaria discolor 1 m H 4-20 26-100% 0-1 0.4-1 0-0.4 On Surface Plus Under Trees    
King Fern Ptisana salicina 5 m H 13-31 30-86% 0.6-1 0.6-1 0-0.22 On Surface Plus Under Trees    
Taramea Aciphylla aurea 1.5 m H 1-13 26-75% 0-0.7 0-0.2 0.05-0.5      
Ross Lily Bulbinella rossii 1 m H 4-8 65-73% 0.7-1 0-0.1 0-0.18      
Cotton Daisy Celmisia angustifolia 1 m W 1-13 48-80% 0-1 0-0.1 0.08-0.6      
Lord Howe Wedding Lily Dietes robinsoniana 1.5 m H 18-22 62-68% 0-1 0-0.5 0-0.22      
Forked Sundew Drosera binata 0.3 m H 12-28 26-75% 0-0.6 0-0.2 0-0.1      
Chatham Island Forget-Me-Not Myosotidium hortensia 1 m H 13-20 29-63% 0.5-1 0-0.3 0-0.05      
Giant Button Daisy Pleurophyllum criniferum 2 m H 4-8 65-73% 0.7-1 0-0.1 0-0.18      
Campbell Island Daisy Pleurophyllum speciosum 1 m H 4-8 65-73% 0.7-1 0-0.1 0-0.18      
Mount Cook Buttercup Ranunculus lyallii 1 m H 1-5 50-100% 0-1 0-0.3 0.18-0.5      
Dwarf Kowhai Sophora prostrata 2 m H 9-18 26-70% 0-1 0-0.3 0-0.1      
Hebe Veronica epacridea 0.4 m H 1-11 21-100% 0-1 0-0.3 0.15-0.68      
Kahakaha Astelia hastata 1-1.5 m H 12-20 29-100% - 0-1 0-0.39 On Trees   Placeable in antler mounts
New Zealand Flax Phormium tenax 4 m H 4-22 26-100% 0-1 0-0.5 0-0.41   Fibers, Rope, Reeds  
Shore Puha Sonchus kirkii 0.3-1 m H 11-20 26-80% 0-1 0-0.2 0-0.05   Vegetable  
Tree Nettle Urtica ferox 3 m H 6-20 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 6-11 71-100% 0-1 0.3-0.6 0-0.45 (0.5)   Seeds  
Snow Totara Podocarpus nivalis 2-3 m W 1-8 68-100% 0-1 0-0.4 0.06-0.5 (0.5)   Seeds  
Norfolk Island Pine Araucaria heterophylla 50-65 m H 17-21 65-71% 0-0.6 0-1 0-0.05(0.4)   Wood, Seeds  
Silver Tree Fern Alsophila tricolor 10-12 m H 10-20 26-54% 0.4-1 0-1 0-0.5(0.6)   Seeds  
Rimu Dacrydium cupressinum 35-60 m H 11-20 26-100% 0-1 0.5-1 0-0.2(0.45)   Wood, Seeds, Resin  
Whau Entelea arborescens 5-8 m H 13-20 26-75% 0-0.7 0-0.65 0-0.2(0.4)   Firewood, Seeds  
Tawhai Nothofagus menziesii 25 m H 2-19 26-100% 0-1 0.4-1 0-0.5(0.65)   Wood, Seeds, Tannin  
Totara Podocarpus totara 20-25 m H 6-20 26-100% 0-1 0-1 0-0.52 (0.67   Wood, Seeds  
Lancewood Psuedopanax crassifolius 8-12 m H 6-20 26-100% 0-1 0.3-1 0-0.23 (0.4)   Firewood, Seeds  
Nikau Palm Rhopalostylis sapida 15 m H 12-20 26-75% 0.5-1 0-0.85 0-0.05 (0.4)   Firewood, Seeds, Thatch, Vegetable  




Features:
The plants in this mod primarily spawn between 50 and 0 degrees latitude in a normal world climate. What’s more, it can be used along side the Biome's mod to populate the Australasian and Oceanic realms. 

Links:
https://ko-fi.com/tentharchitect

And a big thanks to everyone who gave feedback and assistance!

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.0.3 2104 Jun 11th at 4:00 PM Show FloralZonesNeozeylandicRegion-v1.0.3.zip Install now
v1.0.2 632 May 21st at 3:40 PM Show FloralZonesNeozeylandicRegion-v1.0.2.zip Install now
v1.0.1 319 May 17th at 1:41 AM Show FloralZonesNeozeylandicRegion-v1.0.1.zip Install now
v1.0.0 124 May 16th at 9:40 PM Show FloralZonesNeozeylandicRegion-v1.0.0.zip Install now

19 Comments (oldest first | newest first)

💬 jayu, Sep 21st at 1:00 PM

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.

💬 Monops, Sep 15th at 6:21 PM

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.

💬 Prawn, Aug 15th at 11:07 PM

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...

💬 TenderRoast, Aug 12th at 3:03 AM

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

💬 TentharchitectAuthor, Jul 5th at 11:24 PM

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

💬 NoctulianFreak, Jul 2nd at 9:49 PM

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.'

💬 Ket, Jun 29th at 2:31 AM

can you add the ability to re-attach the cute kahakaha plant to the tree hwne you have time? :D

💬 Novabella, Jun 25th at 11:38 PM

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.

💬 TentharchitectAuthor, Jun 3rd at 5:00 PM

Good to know Jack, thanks for letting us know!

 

💬 Jack67119, May 28th at 3:26 AM

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.

💬 TentharchitectAuthor, May 26th at 12:50 AM

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.

💬 Endarius_Termina, May 26th at 12:47 AM

I noticed the Shore puha isn't displaying correctly for the meals.

💬 TentharchitectAuthor, May 21st at 3:14 PM

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!

 

💬 BenjiBunny, May 21st at 12:14 PM

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

💬 TentharchitectAuthor, May 18th at 5:03 PM

Hmm, you might be right. There might be birds over the horizon 😏

💬 yapludepatte, May 18th at 2:15 PM

i can taste the smell of new zealand birds :)

💬 Hydromancerx, May 16th at 10:50 PM

Woooo! I have been excited about this one!

💬 TentharchitectAuthor, May 16th at 10:25 PM

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.

💬 Ninurta, May 16th at 10:17 PM

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!

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