Mods / Floral Zones: Neozeylandic Region
Category:
#Crafting
#Food
#Worldgen
Author: Tentharchitect
Side: Both
Created: May 16th at 9:37 PM
Last modified: Nov 6th at 6:56 PM
Downloads: 4268
Follow Unfollow 95
Author: Tentharchitect
Side: Both
Created: May 16th at 9:37 PM
Last modified: Nov 6th at 6:56 PM
Downloads: 4268
Follow Unfollow 95
Latest file for v1.19.8:
FloralZonesNeozeylandicRegion-v1.0.4.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* |
---|---|---|---|---|---|---|
v1.0.4 | 336 | Nov 6th at 6:56 PM | Show | FloralZonesNeozeylandicRegion-v1.0.4.zip | Install now | |
v1.0.3 | 2793 | Jun 11th at 4:00 PM | Show | FloralZonesNeozeylandicRegion-v1.0.3.zip | Install now | |
v1.0.2 | 650 | May 21st at 3:40 PM | Show | FloralZonesNeozeylandicRegion-v1.0.2.zip | Install now | |
v1.0.1 | 348 | May 17th at 1:41 AM | Show | FloralZonesNeozeylandicRegion-v1.0.1.zip | Install now | |
v1.0.0 | 141 | May 16th at 9:40 PM | Show | FloralZonesNeozeylandicRegion-v1.0.0.zip | Install 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!