Mods / Florasphere (plant and worldgen)
- Tags:
- Author:
- Pafnutiy
- Side:
- Both
- Created:
- Dec 17th 2023 at 11:07 AM
- Last modified:
- Aug 30th 2025 at 7:59 PM
- Downloads:
- 8497
- Follow Unfollow 256
-
Latest release (for Vintage Story 1.21.0, outdated):
florasphere_1.0.7.zip 1-click install
The mod changes the worldgen to make "nature" more realistic in the game. It completely changes the generation of trees and bushes, but it does not change terrain, and is compatible with all terrain mods.
There are 7 new tree species growing in the generated world (spruce and fir with unique leaves, aspen and beech in wet climates, limba and Shorea in tropical climates, and Baobab, sometimes growing up to 3x3 in width). All trees, both vanilla and mod, have "young" variations with thin trunks. In addition, there are 10 new species of bushes with a "branched trunk". And palm tree.
As well as cranberries and blueberries, which are much smaller than blocks.
New "normal" trees:
- Fir is a tall coniferous tree. The wood is light. It grows in cold and temperate climates. The special shape of the leaves block.
- Spruce is a tall coniferous tree. The wood is dark (not realistic, will be redone in future versions when a tree that has dark wood in real life is added). It grows in cold climates. The special shape of the leaves block.
- Aspen is a small deciduous tree. The greenish shade of the wood. It looks like a birch. It grows in a normal climate.
- Beech is a large tree that grows in moist and warm areas.
- Shorea (Shorea robusta and others) is a large tropical tree (also 2x2). With light pink wood. It grows in tropical climates.
- Limba (Terminalia superba and others) is a tall tropical tree. It grows in tropical climates. The wood is light.
- Baobab is a large (2x2, 3x3 and rarely 4x4) but low tree. It grows in the savannah and is rare. The wood is orange and porous.
- Palm tree - a thin trunk and a block of the top, does not have its own type of wood, grows in the south in tropical forests - both moist and moderately dry.

New trees. From left to right - Palm tree, baobab, limba, shorea, beech, aspen, spruce and fir.
Small tree:
All trees have small versions. They have a trunk smaller than a block, like a green cypress. The tree itself is also small, often 4-8 blocks high.
Small variations of trees sometimes grow in forests, under the canopy of large trees, sometimes in fields, such as birch groves, but more often on the edges.
However, the real kingdom of thin trees is the northern forests, where the climate is too cold and harsh to grow large trees. Larch, spruce, pine, birch, fir - they form the northern taiga forests, and grow even in the tundra.

Small trees. From left to right - larch, pine, spruce, birch, fir, aspen, maple, oak, beech, walnut, redwood, baldcypress, kapok, limba, shorea, purpleheart, acacia, ebony, baobab.
Bushes:
- Dwarf pine - forms impenetrable thickets in the north.
- Juniper - in taiga, or dry places.
- Willow - Grows along banks in temperate climates.
- Alder buckthorn - Temperate broadleaved forests.
- Blackthorn - temperate climate, edible seeds.
- Saxaul - grows in "cold" deserts, the acacia analog for temperate climates.
- Tree heather - grows in the dry subtropics.
- Laurel - grows in the humid subtropics.
- Combretum - grows in savannahs.
- Macaranga is a tree (shrub) of the Pioneer species (a hint of deforestation by a previous civilization), native to the tropics.

Bushes. From left to right - combretum, macaranga, laurel, erica, saxaul, willow, blackthorn, buckthorn, dwarfpine.
Other:
The new foliage unique shape for larch, spruce and fir.
A new shape for blueberry and cranberry bushes. Now they are lower and smaller.
Translations into Russian, Ukrainian (epic_fish), English and Deutsch (PresetM).
This mod changes the look of terrestrial ecosystems quite a bit. Each natural area has its own characteristics for life, and its own "microbiomes". A rough and imprecise list (every terrestrial ecosystem has many different types of forest from different trees, fields and whatnot):
- Arctic: the temperature is less than -18. There are no trees, blocks of snow and ice.
- Tundra: temperature -17/-10. Rare small larches and spruces.
- Taiga: Temperature -10/0. There are many larches, spruces, and pines here. Fir trees grow where it is warmer than -5.
- Mixed coniferous forest: Temp 0/+10. Where there is little rain, pines and birches grow. Where there is a lot of rain - spruce, fir, aspen. Maple and oak also grow in warmer places.
- Temperate deciduous forest: Temp 10/15. There are many oaks, maples and walnuts growing here, not so many aspens and birches. Maybe a few firs and pines. The crimson king maple grows here!
- Subtropics: temp 15/24. Where there is a lot of rain forests of walnut, oak, bamboo, kapok. The swamp cypress grows here! In places with little rain, there are thickets of small oak, small walnut and cypress. Sometimes there are groves of redwood and pine.
- Jungle: temp 24 and more. The rain is 150 and more. Forests of kapok, shorea, limba, bamboo, tree fern.
- Savanna: temp 24 and more. The rain is 150 or less, there are many acacias and rare groups of baobabs. Where there is very little rain, there is a desert.
- "spruceeuroasian", a tall, slender pyramid-shaped tree that grows in the "Atlantic palearctic" and "central palearctic";
- "sprucewhite", a more fluffy tree with extensive foliage that grows in "Pacific nearctic" and "Atlantic nearctic";
- "spruceyezo": "pacific palearctic", "eastern palearctic",
- "sprucesitka", "sprucesitkalarge", both grow in "pacific nearctic".
- But there are also two northern species of spruce with thin trunks that grow in tundra - "spruceeuroasiannorth" ("atlantic palearctic", "central palearctic") and "spruceblack" ( "atlantic nearctic", "pacific nearctic").
- And the usual "smallspruce" with a thin trunk, which grows in the thickets of the forest under common spruce trees.
- As well as the unique Form of "baldspruce" - for a curved spruce with a lot of resin.
Florosphere is the new name of that mod that was known as History of Existence.
Translated with DeepL.com (free version). I don't know English well, please report me any grammatical errors :-)
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.7 | flora | 2637 | Aug 30th 2025 at 7:59 PM | florasphere_1.0.7.zip | 1-click install | ||
| |||||||
| 1.0.6 | flora | 184 | Aug 29th 2025 at 7:35 PM | florasphere_1.0.6.zip | 1-click install | ||
| |||||||
| 1.0.5 | flora | 1207 | Jan 30th 2025 at 8:05 PM | florasphere_1.0.5.zip | 1-click install | ||
| |||||||
| 1.0.4 | flora | 462 | Jan 21st 2025 at 5:34 PM | florasphere_1.0.4.zip | 1-click install | ||
| |||||||
| 1.0.3 | flora | 392 | Jan 14th 2025 at 9:03 PM | florasphere_1.0.3.zip | 1-click install | ||
| |||||||
| 1.0.2 | flora | 351 | Jan 11th 2025 at 7:50 AM | florasphere_1.0.2.zip | 1-click install | ||
| |||||||
| 1.0.1 | flora | 286 | Jan 9th 2025 at 7:59 PM | florasphere (pre)_1.0.1.zip | 1-click install | ||
| |||||||
| 1.0.0 | hofe | 793 | Aug 1st 2024 at 4:03 PM | HistoryOfExistence_1.0.0.zip | 1-click install | ||
|
Wildcraft Compatibility.
Once again reworked world generation (trees, bushes, grass, flowers, mushrooms, soil, animals).
Beech is a new tree and grows in wet and warm forests.
Translation into Deutsch (Thanks to PresetM)
Removed "thick branches" in the shapes of branch foliage | |||||||
| 0.0.3 | hofe | 1083 | Jan 14th 2024 at 6:19 AM | History of existence_0.0.3.zip | 1-click install | ||
|
Version only for 1.19.
Fixed crash when breaking branchy leaves in 1.19
Fixed black texture at bottom on bush blocks. | |||||||
| 0.0.2 | hofe | 595 | Dec 30th 2023 at 8:32 AM | History of existence_0.0.2.zip | 1-click install | ||
|
Version only for 1.18. In 1.19 crash when breaking branchy leaves.
Added bushes. 10 species: dwarf pine, juniper, willow, buckthorn, blackthorn, saxaul, tree heather, laurel, combretum, macaranga.
Bush blocks: leaves, branching leaves and bush (bush trunk).
Generation of all bushes.
The generation of trees has been slightly modified.
The texture of the limba bark is smoothed.
Less wood and sticks to drop from foliage and branching foliage. From small logs drop 1 firewood instead of 3.
Translation into Ukrainian.
Fixed saplings (not growing) and tree seed shapes.
...
| |||||||
| 0.0.1 | hofe | 485 | Dec 17th 2023 at 6:47 PM | history of existence_1.0.0.zip | 1-click install | ||
| |||||||
This mod seems to work fine in the newest version (1.22.2) but there is an issue with crafting debarked versions of the new trees. They are missing textures on the top and bottom, and dissapear when placed in survival mode. I love this mod very much and hope this gets updated soon.
I've yet to find any other mod that even comes close to how good this makes forests look
It's really difficult to go back after trying it out...
but it's a compatibility nightmare currently
Love your work with this mod, but really hoping for some polish soon
(I'm attempting to clean the code up, but I don't even know where to start with saplings refusing to grow, mangled textures, etc.)
Hey, I created a mod for Better Jungles and savannas. Your mod doesn't seem to spawn trees when installed with mine, I think its because I don't have Biomes compatibility? Could I use some of your assests please? I would like the baobab trees etc. Obviously I would credit you.
I think I figured out the wiping-out-Flora Zones-trees problem, and at least mostly solved it:
In \assets\flora\patches\worldgen\treegenproperties.json and \assets\flora\compatibility\biomes\patches\worldgen\treegenproperties.json, the operation ("op") used to patch the original and biomes mod treegenproperties.json files is "replace". That removes the existing tree generation properties and replaces it with the Florasphere tree generation properties. That wipes out the tree generation properties for Flora Zones and any other modded trees not specifically accounted for.
Changing "replace" to "addmerge" seems to fix the problem, though it's possible it results in duplicate entries for the vanilla trees. I'm not sure what the implications of that would be.
I can confirm Squidington's report that Florasphere interferes with the generation of, at minimum, Floral Zones trees. My specific verification case is that, with both Floral Zones and Florasphere enabled, full-sized coconut palm trees would not spawn. I'd only ever see date palms and ground-level coconut palm fronds in hot regions. I disabled Florasphere and suddenly coconut palms are spawning as they should.
Also it would be nice if small logs didn't suddenly turn deparked when you craft them into other blogs, they should be stripped normally...
Would loove to see this with more stages to tree growth.
Found a couple problems that others have also brough up. The following seeds don't finish growing: Limba, beech, spruce, aspen. Fir saplings grow into pine trees. Saxual saplings only grow into bushes, never trees (is that intentional?). Saxaul trees generate with logs called "game:block-logcrooked-placed-saxaul-ud" . The only recipie with the saxaul logs is firewood (intentional?). I haven't experimented with the issues other have mentioned requarding blueberry and cranberries. Lastly, small logs can be made into debarked quarter logs, but not regular quarter logs.
It also seems to conflicht with the Floral Zones mods, preventing the trees from those mods from generating. Doesn't seems to conflict with the "Herbarium: Trees and Shrubs" mod, but further testing may be required.
OlafGunnerson
Agreed. It's very nice. I am saving all my seeds for the day Pafnutiy might address the issues.
Serf_King Can confirm that firs are growing into pines for me, too.
In addition to beech and spruce, aspen will also not propagate past the seedling stage.
Sincerely hoping this mod doesn't become abandonware. Its essential AFAIC.
Curious if this mod affects the drop rates of blue and cranberries?
Also, replanting fir trees results in pine trees to grow. Any fix?
I am having difficulty planting Florasphere exclusive tree seeds and growing them to maturity. They'll turn into seedling but will linger on "Will mature in less than a day" for an indefinite amount of time. I can confirm this for spruce and beech trees so far.
Is maturation locked to a certain season, or temperature/rain conditions? Just want to make sure I can propagate these excellent new additions!
Do I understand right that this mod is mutually exclusive with Better Forests, but Better Forests is just a less resource-intensive version of Florasphere and Florasphere will make the same changes to vanilla trees anyway?
Is this compatible with IDG?
Yeah is there any way to remove the small blueberry bush? I'm not a big fan of it, especially when all my other bushes (including modded) are cuboidal. If the berry bush change could be a different mod, i wouldn't mind!
The patching and replacing of the small berrybush shape file, is causing massive log spam, and client rendering issues (possible memory leaks).
The shape file provided in this mod for blueberry and cranberry, both miss crucial elements the renderer expects to find (it's hardcoded in the BlockBerrybush class).
The renderer is looking for the vertexes used when pruning the bushes, but the shapes provided by the mod, do not contain those vertexes.
This leads to massive log spam and slowing down the client rendering, ultimately having to restart because of low fps and lag.
Easy fix for this issue, would be to create new shape files, with the needed vertexes and names the code expects to find. Or just add dud vertexes with no content, just the correct names.
this is seriously the most underrated tree mod. The vibes of the forests with it are just immaculate
still not working with the florazone mods supresses the trees from those mods from spawning any chance of this being adressed down the line?
Some patches do not have the correct path/file not found.
These are from the server-main.log
19.9.2025 16:20:29 [Error] Patch 0 (target: game:recipes/grid/glasspane.json) in flora:patches/recipes/wood/glasspane.json failed because supplied path /ingredients/W/allowedVariants/- is invalid: The json path /ingredients/W/allowedVariants/- was not found. No such element 'ingredients' at the root path
19.9.2025 16:20:29 [Error] Patch 1 (target: game:recipes/grid/glasspane.json) in flora:patches/recipes/wood/glasspane.json failed because supplied path /ingredients/W/allowedVariants/- is invalid: The json path /ingredients/W/allowedVariants/- was not found. No such element 'ingredients' at the root path
19.9.2025 16:20:29 [Error] Patch 2 (target: game:recipes/grid/glasspane.json) in flora:patches/recipes/wood/glasspane.json failed because supplied path /ingredients/W/allowedVariants/- is invalid: The json path /ingredients/W/allowedVariants/- was not found. No such element 'ingredients' at the root path
19.9.2025 16:20:29 [Error] Patch 3 (target: game:recipes/grid/glasspane.json) in flora:patches/recipes/wood/glasspane.json failed because supplied path /ingredients/W/allowedVariants/- is invalid: The json path /ingredients/W/allowedVariants/- was not found. No such element 'ingredients' at the root path
19.9.2025 16:20:29 [Error] Patch 4 (target: game:recipes/grid/glasspane.json) in flora:patches/recipes/wood/glasspane.json failed because supplied path /ingredients/W/allowedVariants/- is invalid: The json path /ingredients/W/allowedVariants/- was not found. No such element 'ingredients' at the root path
19.9.2025 16:20:29 [Error] Patch 5 (target: game:recipes/grid/glasspane.json) in flora:patches/recipes/wood/glasspane.json failed because supplied path /ingredients/W/allowedVariants/- is invalid: The json path /ingredients/W/allowedVariants/- was not found. No such element 'ingredients' at the root path
19.9.2025 16:20:29 [Error] Patch 6 (target: game:recipes/grid/glasspane.json) in flora:patches/recipes/wood/glasspane.json failed because supplied path /ingredients/W/allowedVariants/- is invalid: The json path /ingredients/W/allowedVariants/- was not found. No such element 'ingredients' at the root path
These are from the server-debug.log file
19.9.2025 16:19:56.656 [VerboseDebug] Patch 1 in flora:patches/block-item/wood/raft-entity.json: File game:entities/water/boat/boat.json not found
19.9.2025 16:19:56.656 [VerboseDebug] Patch 2 in flora:patches/block-item/wood/raft-entity.json: File game:entities/water/boat/boat.json not found
19.9.2025 16:19:56.656 [VerboseDebug] Patch 3 in flora:patches/block-item/wood/raft-entity.json: File game:entities/water/boat/boat.json not found
19.9.2025 16:19:56.656 [VerboseDebug] Patch 4 in flora:patches/block-item/wood/raft-entity.json: File game:entities/water/boat/boat.json not found
19.9.2025 16:19:56.656 [VerboseDebug] Patch 5 in flora:patches/block-item/wood/raft-entity.json: File game:entities/water/boat/boat.json not found
19.9.2025 16:19:56.656 [VerboseDebug] Patch 6 in flora:patches/block-item/wood/raft-entity.json: File game:entities/water/boat/boat.json not found
19.9.2025 16:19:56.703 [VerboseDebug] Patch 0 in flora:patches/recipes/wood/club.json: File game:recipes/grid/tool/woodenclub.json not found
19.9.2025 16:19:56.703 [VerboseDebug] Patch 1 in flora:patches/recipes/wood/club.json: File game:recipes/grid/tool/woodenclub.json not found
19.9.2025 16:19:56.703 [VerboseDebug] Patch 2 in flora:patches/recipes/wood/club.json: File game:recipes/grid/tool/woodenclub.json not found
19.9.2025 16:19:56.703 [VerboseDebug] Patch 3 in flora:patches/recipes/wood/club.json: File game:recipes/grid/tool/woodenclub.json not found
19.9.2025 16:19:56.703 [VerboseDebug] Patch 4 in flora:patches/recipes/wood/club.json: File game:recipes/grid/tool/woodenclub.json not found
19.9.2025 16:19:56.703 [VerboseDebug] Patch 5 in flora:patches/recipes/wood/club.json: File game:recipes/grid/tool/woodenclub.json not found
19.9.2025 16:19:56.703 [VerboseDebug] Patch 6 in flora:patches/recipes/wood/club.json: File game:recipes/grid/tool/woodenclub.json not found
Saxaul l logs aren't named properly, nor do they have any associated planks. Is that intentional?
This mod will be a must for me once the compatibility with floral zones is there. Makes worlds look stunning.
Although I like new trees and scrubs, I'd like to adress that I've been noticing some preformance drops when rendering in new forest and scrublands even when at low graphics settings. I'm more crystal it's the modded leaves because I've tested it on a flat world. Hope this feedback is informative Thanks! Pafnutiy
Awesome mod!
I would love to see this be compatible w Floral Zones. Currently the worldgen doesn't spawn any of the trees from those mods.
Do you have the latest version of the mod? Flako
This mod is creating a problem with a variety of vanilla berry bushes. They have no texture and are fully replaced with a white square and red questionmark. These bushes still provide berries and do not crash the game when breaking, or replacing. I know it is 100% this mod as I enabled and disable each one by one. It also may be a bug caused by a combination of mods. Not game braking but thought I would rport it just in case someone else found this same problem. More immersion breaking than anything. Thank you. if you need the mod lest please let me know (it is vast).
Hi, do you think you could work with Tentharchitect and Flish with their Floral Zones mods to make them compatible, that would be great ? 🤩
Is it compatible with any world gen mod that change the terrain formation like VanillaPlus Worldgen Mod?
Am I understanding correctly that this does everything Better Forests does, plus adds new trees?
SpectrumArray
You're right, florasphere really has a mistake. In the summer, I wanted to make berry-related changes in a separate mod, which also had to include new herbs and mosses. I still hope to take it up in the future, but for now I will return everything related to berries to the next version of florasphere.
I will also need to fix a few more minor bugs that I found, so 1.0.7 will be released today/tomorrow.
-
I use Terra Pretty all the time, including when testing tree generation, and have never encountered any errors Calcite
adres4t Ahh that explains it. Just thought it was odd that the previous version worked and noticed several files related to berries aren't there anymore. I've gone back to the previous version for now anyway.
SpectrumArray In my case that was a result of incompatibility with From Golden Combs. Removing that mod fixed the bushes.
1.0.6 seems to be missing berry bush block shapes from previous versions resulting in Blueberry and Cranberry bushes appearing as question blocks.
Calcite i've been using it with Terraprety on 1.20.12─i can't imagine there's any major compatibility changes between versions ;0
How well does this work with Terraprety? I know that Better Forests works as listed on that modpage but I figured it would be good to check.
This mod adds the variety of flora I would expect by elevation and climate. Love it.
I am eagerly awaiting the compatibility with other mods.
Would it be too much work to make a 1.21 version of the last release?
Many Thanks.
Trowlet
There is no configuration file in the mod, but you can replace the values directly in the mod files.
In the file
florasphere/assets/flora/patches/block-titem/smallberrybush
There are lines
{ file: "game:blocktypes/plant/smallberrybush", op: "replace", path: "/behaviorsByType/*-ripe/0/properties/harvestedStack/quantity", value: { avg: 1.1 }
},
{ file: "game:blocktypes/plant/smallberrybush", op: "replace", path: "/dropsByType/*-ripe/1/quantity", value: { avg: 1.1 }
}
You can change the value to what you like best
Was wondering if you could add in a Config file to increase Blueberry and Cranberry yields back to normal? I understand that they are more common now overall but if i for instance want to make a little Berrybush Garden its really limiting since who would place down 64 Bushes each... just my 2 Cents, we love the Mod on our Server.
CHERRY TREES PINK LEAVES BEST TREE PLEEEAAASSSEEEEEE
Oh, no, thanks, the mod works great with biomes. There's just no time yet to finish a new version that has it all and release it. Crabb
Do you need any help/advice with Biomes? There's a discord thread under #mod-development on the official Vintage Story discord Pafnutiy
Have you considered taking a stab at dynamic trees? I know Wildcraft Wild Farming had it but it seems they're not working on it anymore.
Many thanks to everyone who reports bugs! In general, I seem to have changed almost nothing as far as crafting recipes are concerned, but I'll definitely see how these conflicts can be fixed.
-
I'm working on compatibility with the ‘biomes’ mod right now, and setting up tree generation for the unique nature of each bioregion is time consuming. I also want to make sure the mod works properly with Under Tangled Boughs, wildcraft and floral zones. The next version of the mod will probably not be released soon, but I will try to fix any bugs I know about.
Pafnutiy Mod seems to conflict with wood in a way that prevents crafting recipes for certain things. in my case the workbench from the mod 'Rustbound Magic'
This mod seems to cause a lot of conflict even with vanilla game as I noticed that you cant craft some shields. Is there possibility for a "Lite" version of this mod that just adds new tree types without modyfying vanilla behavior of anything?
Pafnutiy - Are you aware there's a silent conflict between wildcraft:fruitsandnuts and your mod? You both alter game:blocktypes/plant/smallberrybush/dropsByType and game:blocktypes/plant/smallberrybush/behaviorsByType
This was done intentionally because blueberry and cranberry bushes have become about five times more common Annastasija
The blueberry and cranberry bushes are only dropping one berry each now.
When enabled alongside Vanilla Variants, you can craft firewood without an axe
I'll add your French translation in an upcoming update. Thanks for your work! Mokradin
I looked at your mod, it's well done! I realise that a beech would be very useful, and I think you don't want to make your mod dependent on florasphere or Wildcraft: trees and shrub (there is a beech there too). So you can copy the beech from my mod for now, and then modify it as you like. If you want, I can help you a bit by providing ready-made files that add just the beech. Buggi
Could you look at your github page please ? I have translated the mod in french. I'm a github newbie, so i hope i made it correctly. 😃
Do you have a unique wood log block for your Beech? I was wanting to add Beech trees for Vintage Engineering as its the favored wood to make Wood-Tar Creosote, but haven't had the time to dive into adding my own tree gen, and I see you've really mastered it.
Should be fixed in version 1.0.4. In this version the mod stopped changing the generation of soil and other surface blocks altogether.
The error was caused by the fact that I wanted to make more territory for the tundra, north of the taiga.
And the values in the block generation files hint that the minimum average annual temperature is -30, but it's actually -20. And the northern border of the tundra is not -18 again, but -15 (like in the vanilla game).
Naxdar
Found an issue, the mod generates barren soil over ice blocks in cold/frozen areas. It looks weird and causes too much vegetation to be present at polar latitudes.
Oh, the update to wildcraft: fruits and nuts all changed something in the files again. For now, just try deleting flora/patches/worldgen/wildcraftfruit-patch-for-vanillaberrypatches.json. Nikolashka
Hello, after updating Wildcraft and Herbarium I can neither enter an existing world nor create a new one. Removing your mod solves the problem. When loading with Florasphere installed I get this error:
[Error] Patch 1 (target: wildcraftfruit:patches/vanilla_berry_patches.json) in flora:patches/worldgen/wildcraftfruit-patch-for-vanillaberrypatches.json failed because supplied path /behaviorsByType/*-ripe/0/properties/harvestedStack/quantity/avg is invalid: The json path /behaviorsByType/*-ripe/0/properties/harvestedStack/quantity/avg was not found. No such element 'behaviorsByType' at the root path
[Error] Patch 0 (target: game:worldgen/treegen/yew.json) in flora:patches/worldgen/yew.json failed because supplied path /0/sizeMultiplier is invalid: The json path /0/sizeMultiplier was not found. No such element '0' at the root path
In version 1.0.3 I most likely fixed the bug that clay didn't appear in infertile soil. Kirch RollForWizards Dray
Dray on which lines I have to change those settings
Can confirm Red Clay, at least, is vanishing from spots in the world with this mod. Tried a world with a specific seed without the mod and found red clay; remade the same world, same seed, with this mod, and found nothing but barren soil.
Thank you for removing the thick branches. such a beautiful mod
Thanks. I'm definitely seeing less clay. Thought it might have been the combination of this mod with Terra Prety and Rivers but I've tried it without and still saw less.
Edit: I tested this again. Found red clay in a world without this mod. Loaded up a world with the same seed, worldgen settings, and this mod, no red clay at the location, only barren soil.
Edit 2: appears blocklayers.json is missing soil-medium/low-sparse/verysparse entries which is where red clay generates. Adding these lines back in fixed the issue for me
Dray
The mod does not change the clay in any way. But the mod reduces peat drops, but makes peat VERY common in very wet regions.
Mossywildviolets
I checked, the mod works with floral zones, however it is only basic compatibility. The floral zone trees can sometimes get out of place, and be out of place in some of the ‘biomes’ of my mod. In the future, I would like to tweak their generation to better fit the climate zones of my mod.
Pafnutiy
Okay thank you so much!
Does this mod change the generation of clay and peat? Seem to be finding a lot less of these resources when testing this mod.
Compatibility with Wildcraft: trees and shrubs. These mods in general are made in such a way that there is almost no conflict. Now I only changed the generation of some trees when they are inappropriate in some natural area, and manually prohibited the appearance of those trees, duplicates of which are in my mod (beech, spruce, fir, small birch and small larch, maybe I forgot some more). It seems weird to me to have duplicates of the same trees, but I might not completely remove trees from wildcraft, just make them rare enough. I don't know which is the best way to do it yet.
Maybe it won't work with floral zones, but there should be no conflicts with the other named mods. But I haven't tested it yet. If you will test it, please report the result.
Mossywildviolets
Hi this looks like a really cool mod but I was wondering if you could answer a few questions please? I read this is Wildcraft compatible but do the plants that have the same name still spawn? With the worldgen changed are all wildcraft plants still able to spawn? And is this compatable with the floral zones series, wildgrass, mycodiversity, and salt and sands?
batydoo
I'm happy that you like this mod.
The fact that you can't get wood from small logs is done intentionally. I think they are too small to make good boards from them. And it adds a special challenge for survival in the tundra, where there are only larch trees with small trunks.
I also want to come up with different uses for regular and small logs in the future. I also don't want to add wood to bushes that have small logs. Adding a new type of wood is a lot of work, a lot of textures and blocks. Wildcraft: trees and shrubs does it much better than I do, and we are all waiting for it to update to 1.20. (Wildcraft and Florashpere are compatible).
However you can post the json file, I think there will be players who want to play with it. You can also do it as a mod that requires florashpere to work, I'd be only too happy to.
I love this mod its so pretty!
I made a edit for my game to allow crafting of normal logs from the small version so there is more use for them beyond firewood. I am sad there is no usable wood for willow trees i would love you to add proper willow trees in the future with its own woodtype.
if you wish to have the json file for the crafting recipe i would be happy to give it to people.
Okay, I'll balance the berries. The cranberry and blueberry bushes will still grow a lot, but I will reduce the number of berry drops per bush. Cigales
Are there any other observations? Maybe too much horsetail, or mushrooms?
I really liked the tree models, but not much of the features. imo, more fruit bushes makes it very easy to survive.
Had a high speed fly through in creative in 1.20.pre13 and the trees seem to be doing fine on generation, havent chekced any recipes or interactions yet tho :^)
Hello. I'm sorry, but I didn't have time to update the mod while I could do so. I'm currently traveling and can't work on the mod. And I don't know when I will be able to continue development. Viceroy
Hello Viceroy. Oh, Wildcraft trees have released a new version. Most likely everything will work, only the appearance of new wildcraft trees is not configured, but I haven't tested yet, wait a few days until I update. As far as I remember, I removed only beech, fir and small birch and larch trees, duplicates of which are in my mod. The rest of the trees I could only make more rare. I didn't change fruit trees, but I did change berries (dwarf pine and juniper are very rare because they are in my mod) and herbs. I can't give you the details yet because I can't remember everything, but I'll be sure to make a list someday.
Hello, do you have a list on you containing which one of the wildcraft trees, bushes, and fruit trees this mod does not generate? Is it like a lot that is missing? Really cool mod I like how the forests look more realistic. Good job there. My only concern right now how many wildcraft species I can expect not to appear in the world so I can weight my options. Would be unfortunate to be missing many fruti trees for example.
Thanks for the answer.
Vinter_Nacht
Hello. Yes, History of Existence uses Vanilla tree gen. In Dappled Groves is a great mod and I wish they were compatible, but unfortunately I haven't figured out how to do it. There are no critical bugs, but stumps only appear in spruce and beech, and do not appear in other trees. I think this is because IDG is compatible with Wildcraft-trees, which has both beech and spruce.
Also, some blocks are missing texture and small trunks cannot be chopped for firewood.
It would be great if you could add History of Existence compatibility with IDG, and I'm willing to help a bit with that.
gg
Is it safe to assume you're using vanilla treeGen to generate your trees, and have changed the parameters of the trees? Assessing for In Dappled Groves compatibility.
Pafnutiy
Well the mod requires modders to whitelist their plants and animals with region tags. It is not too hard to patch. I recomend it. For instance your Baobab would need the Atlantic Afrotropic and Eastern Afrotropic tags.

I didn't test it Hydromancerx
Is this compatable with the Biomes mod?
Dekkan Annastasija LeNi99
Version 1.0.0 has been released.
Wildcraft compatibility and redesigned world generation.
Sorry for such a long delay with the new version, studying and hiking take a lot of time.
This is a "raw" version, I just posted what was already ready. Unfortunately, I don't have time right now to further improve and polish the world generation and look for bugs. Hopefully I'll be able to tackle the mod after the summer is over.
If there is an update timeframe I'd love to know for mod compatibility projects.
Pafnutiy
Did the patch for wildcraft happen yet?
Hi. Compatibility with all Wildcraft modules will be in an upcoming version! Wait for another 1 or 2 weeks. LeNi99
Hi, I noticed if u use both wildcraft trees and this mod this happens: https://imgur.com/a/2ePZ4Qs
dunno if I should be even using both since it adds some simillar trees.
Honestly I like this mod more but could be nice if I could run both
Well, I'm free again and can work on the mod. Thanks for the feedback and bug reports.
I haven't changed the tule plant spawn yet, but if the mod really breaks it, I'll try to fix it. Apuru
"Does this mod also replace how and where the game generates forests, or does it only change the type of trees that it picks?" - Yes, the mod changes the whole forest generation a lettle bit.
Edit: Clarification: this mod doesn't change how noise creates a map from the values "forest", " shrub", "rain", but it does change the shape of the trees a lot, as well as the conditions in which any given tree grows. Retsof
It looks the mod's trees have rough hewn fence variants, but no crafting recipes for them
Retsof
That's technically true, but it's a lot faster to craft thatch roofs from a couple of Tule harvests vs stacks and stacks of hay bales. It's still a lot more annoying compared to just enabling Tule to spawn properly again--assuming that's a common issue.
Apuru
I'm pretty sure you can still use hay bales for thatch roof...
Pafnutiy
Does this mod also replace how and where the game generates forests, or does it only change the type of trees that it picks?
Thank you for this mod! The forests feel soo much nicer now. I love everything you have added, except the cross shaped "large branches" in branchy foliage. I think the foliage would look better without them
Hi, I've noticed whilst testing your mod that early game Tule spawns (necessary for Thatch, which is necessary for primitive roofing) don't seem to spawn--if at all. Exploring from world spawn, I have struggled to find any Tule spawns even flying via Creative and crossing continents, but when I turn your mod off, I immediately find it.
I'm not sure if this is a specific design choice--that Tule spawns in one of the new organized biomes--or if this is an oversight in the mod's terrain generation, but I felt I should report it as it makes early game building a lot less enjoyable in its current state.
Thank you for your mod! Tree gen in this game is probably one of its worst flaws, so I appreciate the steps you're taking to improve it.
Are there any compatibility issues with Wildcraft? +1 for the Primitive survival compatibility :-)
PresetM
Thank you so much for this! You can send the files to me at kosmotim08@gmail.com.
I will update the translations in version 0.0.4, (in about 2 weeks).
I love the small cranberry and blueberry bushes. 👍
And I have done a German translation and correct the English language file ('buch' to 'bush' and some others). How can I send you both files (I'm not part of any social network, btw.)?
Can confirm it was uploaded properly this time. Also seems to have infact fixed the branchy leaves from crashing the game. Well done!
Oh... I hope it works the fourth time now. Thanks for your patience. 0.0.3 only in 1.19!
Something definitley went wrong on the upload for 0.0.3 or just "v" lol
History of existence_0.0.3.zip is 0kb.
Unfortunately I'm not a modding expert, and I don't know how to fix this. Maybe you need to change something in modinfo, but I do not know what it is. If you can fix it - send me the fixed file.
In any case, I would not recommend playing with my mod in important worlds, it is still in development.
DEMMERS
Thank you, Pafnutiy!
Mod isn't downloading to the client from the server, making usage on a server impossible. Unless I have clients download it manually which is a pain. Any idea what can be done?
Yeah, that's the new version. Thanks, I was in such a hurry I didn't notice. It's fixed now. Shadowise
Hello, Pafnutiy, the zip file for the new version (0.0.3) still says "0.0.2". Just wanted to make sure it's actually the new update file. Thank you!
The new version is released. Fixed crash with branchy leaves and black texture of bushes. MimiKitty Leozin WickedSchnitzel
Oh... I will try to release a new version with a fix as soon as possible.
MimiKitty Leozin
had to remove as well. same crash as Leozin
I can't use the mod, Whenever I break branchy leaves the game crashes. I tried disabling all my mods but this one and the same happens.... I'm using 1.19pre
I do like the style, though it does give a notable performance hit in forests, obviously.
Also buch -> bush, for spelling.
I have noticed in v0.0.2:
- Willow buch & Buckthorn buch (maybe some others as well?) do have a black texture on one of their branches (downside)
- Also lots of z-fighting on these
Okay, compatibility with Primitive Survival will be in the future. Thanks.
ab9898
Hey. Really like the mod. I think there is a compatability issue with Primitive Survival. I cant craft the "Smoker" with any wood types while this mod is active. But deactivating this mod allows me to craft it. Then reactivating this mod allows the use of the "Smoker". Just thought you should know. Thanks for the mod. Trees lok great.
1: Скорее всего пока нет. Я пока не тестировал его на совместимость с другими модами, но "Biomes" среди планируемых поддерживаемых.
2: Возможно когда-то в будущем.
----
1: Probably not at the moment. I haven't tested it for compatibility with other mods yet, but "Biomes" is among the planned supported mods.
2: Perhaps sometime in the future.
Mirok
Этот мод совместим с модом "Biomes"?
Не хочешь когда-нибудь сделать версию меняющую генерацию только ванильных (блоков) деревьев и/или добавляющий гигантские деревья (по типу Yggdrasil)?
Is this mod compatible with the "Biomes" mod?
Don't you ever want to make a version that changes the generation of only vanilla (blocks) trees and/or adds giant trees (like Yggdrasil)?
WickedSchnitzel
I will work on compatibility with version 1.19 when rc comes out. Pre is too unstable.
I know this is for 1.18.5, but you may want to work on 1.19 compatibility as well, since using it with 1.19.0-pre.9 is displaying unknown blocks everywhere.
so cute trees