Mods / Floral Zones: Cosmopolitan Region
- Tags:
- Authors:
- Tentharchitect, Flish
- Side:
- Both
- Created:
- Apr 4th 2025 at 8:24 PM
- Last modified:
- Aug 26th at 5:52 PM
- Downloads:
- 92136
-
Recommended download (for Vintage Story 1.22.7):
FloralZonesCosmopolitanRegion-v1.0.12.zip 1-click install
This mod adds plants from all over the world, primarily adding circumpolar, pantropical and aquatic plants.
This mod includes:
| Common Name | Scientific name | Size | Temperature | Precipitation | Fertility | Forest | Altitude | Additional spawn conditions | Resources | Ecoregions |
| Fig-Leaf Gourd | Cucurbita ficifolia | 1 m+ W | 17-31 | 55-100% | 0.5-1 | 0-0.6 | 0.3-0.7 | Fruit | Pacific Nearctic, Atlantic Nearctic, Pacific Neotropic, Atlantic Neotropic | |
| Black Crowberry | Empetrum nigrum | 0.3 m H | -18--2 | 12-100% | 0-0.4 | 0-0.2 | 0-0.69 | Fruit | Atlantic Palearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Pacific Nearctic, Atlantic Nearctic, Atlantic Neotropic | |
| Common Juniper | Juniperus communis | 1.5 m H | -12-12 | 15-100% | 0-1 | 0-0.8 | 0-0.7 | Fruit | Pacific Nearctic, Atlantic Nearctic, Atlantic Palearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic | |
| Cloudberry | Rubus chamaemorus | 0.25 m H | -14-4 | 8-100% | 0-0.4 | 0-0.6 | 0-0.21 | Fruit | Atlantic Palearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Pacific Nearctic, Atlantic Nearctic | |
| Vanilla | Vanilla planifolia | 1 m+ W | 22-40 | 88-100% | 0.6-1 | 0.8-1 | 0-0.53 | On surface plus under trees | Fruit | Pacific Nearctic, Atlantic Nearctic, Pacific Paleotropic, Atlantic Paleotropic |
| Garlic | Allium sativum | 1 m H | 7-14 | 44-65% | 0.3-1 | 0-0.5 | 0-0.64 | Vegetable | Atlantic Palearctic, Central Palearctic, Eastern Palearctic | |
| Sweet Potato | Ipomoea batatas | 1 m+ W | 21-40 | 60-100% | 0.6-1 | 0-0.3 | 0-0.68 | Vegetable, Grain | Pacific Nearctic, Pacific Neotropic, Atlantic Neotropic, Oceania | |
| Bean | Phaseolus vulgaris | 0.2-0.6 m H | 16-40 | 50-100% | 0.6-1 | 0-0.5 | 0-0.7 | Legume, Vegetable | Atlantic Nearctic, Pacific Nearctic, Atlantic Neotropic, Pacific Neotropic | |
| Maize | Zea mays | 1.2-4 m H | 14-34 | 60-100% | 0.6-1 | 0-0.4 | 0-0.8 | Grain, Flour | Atlantic Nearctic, Pacific Nearctic, Atlantic Neotropic, Pacific Neotropic | |
| Golden Leather Fern | Acrostichum aureum | 1.5 m H | 24-40 | 70-100% | 0.6-1 | 0-1 | 0-0.15 | Pacific Nearctic, Atlantic Nearctic, Atlantic Palearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Pacific Neotropic, Atlantic Neotropic, Atlantic Afrotropic, Eastern Afrotropic, Australasian, Oceania | ||
| Antarctic Hard-Fern | Austroblechnum penna-marina | 0.12 m H | 4-16 | 55-100% | 0.7-1 | 0-0.5 | 0-0.6 | Pacific Neotropic, Atlantic Neotropic, Australasian, Oceania | ||
| Fireweed | Chamaenerion angustifolium | 0.5-2.5 m H | -14-6 | 17-100% | 0.3-0.7 | 0-0.4 | 0-0.8 | Vegetable | Atlantic Palearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Pacific Nearctic, Atlantic Nearctic | |
| Reindeer Lichen | Cladonia rangiferina | 0.1 m H | -22-6 | 35-100% | 0-0.3 | 0-1 | 0-0.42 | Grain | Atlantic Palearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Pacific Nearctic, Atlantic Nearctic | |
| Giant Crinum Lily | Crinum asiaticum | 1.2 m H | 16-40 | 71-100% | 0.6-1 | 0.3-0.5 | 0-0.29 | Near Water | Central Palearctic, Eastern Palearctic, Pacific Palearctic, Australasia, Oceania | |
| Creeping Water Primrose | Ludwigia peploides | 2-3 m W | 10-40 | 62-92% | 0.5-1 | 0-1 | 0-0.61 | Near Water, In Water | Pacific Nearctic, Atlantic Nearctic, Pacific Neotropic, Atlantic Neotropic, Australasia | |
| Bogbean | Menyanthes trifoliata | 0.3 m H | -8-10 | 28-100% | 0-0.5 | 0-0.4 | 0-0.72 | Near Water | Vegetable | Atlantic Palearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Pacific Nearctic, Atlantic Nearctic |
| Northern Labrador Tea | Rhododendron tomentosum | 0.5 m H | -13-4 | 12-55% | 0-0.4 | 0-0.4 | 0-0.56 | Atlantic Palearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Pacific Nearctic, Atlantic Nearctic | ||
| Bay Cedar | Suriana maritima | 1-2 m H | 22-40 | 53-77% | 0-0.65 | 0-0.3 | 0-0.02 | Near Water | Pacific Nearctic, Atlantic Nearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Pacific Neotropic, Atlantic Neotropic, Eastern Afrotropic, Australasia | |
| saltmarsh bulrush | Bolboschoenus maritimus | 1m H | -4-22 | 20-100% | 0.5-1 | 0-0.2 | 0-0.01 | Near Water | Reeds | Pacific Nearctic, Atlantic Nearctic, Atlantic Palearctic, Central Palearctic |
| Carolina Cabomba | Cabomba caroliniana | 0.3-10 m H | 8-40 | 12-100% | 0.6-1 | 0-0.4 | 0-3 m D, 0-0.08 | In Water | Pacific Nearctic, Atlantic Nearctic, Pacific Neotropic, Atlantic Neotropic | |
| common reed | Phragmites australis | 3-6m H | 0-40 | 50-100% | 0-1 | 0-0.3 | 0-0.45 | Near Water | Thatch | Pacific Nearctic, Atlantic Nearctic, Atlantic Palearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Atlantic Afrotropic, Eastern Afrotropic, Australasia |
| Water Lettuce | Pistia stratiotes | 0.46 m W | 19-34 | 22-100% | - | - | 0-0.4 | In Water | Pacific Nearctic, Atlantic Nearctic, Atlantic Palearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Pacific Neotropic, Atlantic Neotropic, Atlantic Afrotropic, Eastern Afrotropic, Australasian | |
| Sea Lettuce | Ulva lactuca | 0.6 m H | -6-40 | 5-100% | 0-1 | 0-1 | 0-6 m D | In Water | Vegetable | Pacific Nearctic, Atlantic Nearctic, Atlantic Palearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Pacific Neotropic, Atlantic Neotropic, Atlantic Afrotropic, Eastern Afrotropic, Australasian, Oceania |
| Floating Bladderwort | Utricularia gibba | .25 m (but forms mats) | 2-34 | 55-100% | - | - | 0-0.24 | In Water | Pacific Nearctic, Atlantic Nearctic, Atlantic Palearctic, Central Palearctic, Atlantic Afrotropic, Eastern Afrotropic | |
| Green Alder | Alnus alnobetula | 3-12 m H | -20-6 | 8-100% | 0.2-0.7 | 0.5-1 | 0-0.6 (0.62) | Seeds | Atlantic Palearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Pacific Nearctic, Atlantic Nearctic | |
| Coconut Palm | Cocos nucifera | 20-30 m H | 19-40 | 60-100% | 0-1 | 0-0.5 | 0-0.4 (0.54) | Firewood, Thatch, fiber, fruit, vegetable, flour | Pacific Nearctic, Atlantic Nearctic, Central Palearctic, Eastern Palearctic, Pacific Palearctic, Pacific Neotropic, Atlantic Neotropic, Eastern Afrotropic, Australasian, Oceania | |
| Papaya | Carica papaya | 5-10 m H | 23-34 | 30-100% | 0.3-1 | 0.4-0.7 | 0-0.6 (0.63) | Fruit, Firewood | Pacific Nearctic, Atlantic Nearctic, PacificNeotropic, Atlantic Neotropic | |
| White Mangrove | Laguncularia racemosa | 5-10 m H | 20-40 | 55-100% | 0-1 | 0.4-1 | 0 (0.4) | Near Water | Fruit, Firewood | Pacific Nearctic, Atlantic Nearctic, Atlantic Palearctic, Atlantic Neotropic, Pacific Neotropic |
| Red Mangrove | Rhizophora mangle | 6-10 m H | 18-40 | 60-100% | 0.6-1 | 0.4-1 | 0 (0.4) | Near Water | Firewood, Tannins | Pacific Nearctic, Atlantic Nearctic, Atlantic Palearctic, Pacific Neotropic, Atlantic Neotropic, Atlantic Afrotropic |
| Mangrove Apple | Sonneratia caseolaris | 5-15 m H | 22-40 | 66-100% | 0.3-1 | 0.8-1 | 0 (0.4) | Near Water | Fruit, Firewood | Central Palearctic, Eastern Palearctic, Pacific Palearctic, Eastern Afrotropic, Australasian, Oceania |
Biomes: This mod adds plant life to all default Realms
Wildcraft: Adds storage flags used by Wildcraft bags so FZ content can be added to WC bags
XSkills: Experience from berry bushes and trees
A: No, it has unique content not found in the other modules. The plants in this pack would not easily fit into the rosters of other packs due to their large native or naturalized range so we made this one to contain those.
Q: Why so many plant packs? Can't you make one giant one?
A: The combined file size of this series exceeds the Mod data base's file upload size limit and therefore could not be hosted on this site, making it extremely difficult for servers to use. What's more, I don't know just how large certain plant pack file sizes will get as new features come out and I want to ensure they don't need to be split in the future, as that may cause considerable server issues. Whenever mod packs are implemented, or if there are other resources for creating a more organized bundle, I will do so.
Q: Is this mod safe to add and remove to an existing world?
A: It is safe to add, plants will only appear in chunks not previously generated. Removing this mod from an existing world will leave many broken blocks and is not recommended, but manually regenerating chunks via in game commands affecting can work.
Q: Can you add X plant?
A: We are focusing on getting a core 30 plants into all 36 planned Floral Regions first before any plans to add more content, if ever. That said, we occasionally do commissions and would be open to adding plants that way. Check Tenth Architect's Discord or Author profile to see if any commission slots are open.
Q: Can you add X compatibility?
A: Maintenance and our own planned content is our priority, and almost all our existing compatibilty files were those sent to us by community members. If you'd like to see compatibility added, you are welcome to make the patches, test to ensure they work and send them our way and we will add them. The exception to this would be if the size of the compatibility files would have significant performance impact for most users of this series, as performance is a higher priority of ours than cross compatibility.
Features:
The plants in this mod will spawn between 80 and 0 degrees latitude in a normal world climate.
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* |
|---|---|---|---|---|---|---|---|
| 1.0.12 | floralzonescosmopolitanregion | 3510 | Aug 26th at 5:52 PM | FloralZonesCosmopolitanRegion-v1.0.12.zip | 1-click install | ||
|
Added-Mannequin recipes Added-Treeseed bracelets Tweak-Selection box of cloudberry, crowberry, vanilla, golden leather fern, saltmarsh bulrush, common reed and papaya | |||||||
| 1.0.11 | floralzonescosmopolitanregion | 39582 | Nov 23rd 2025 at 9:43 PM | FloralZonesCosmopolitanRegion-v1.0.11.zip | 1-click install | ||
|
Added-Useful Trader Compatibility (Thanks Droseran!) | |||||||
| 1.0.10 | floralzonescosmopolitanregion | 3800 | Nov 6th 2025 at 4:28 PM | FloralZonesCosmopolitanRegion-v1.0.10.zip | 1-click install | ||
|
Fixed-section of barrel recipe incorrectly commented out | |||||||
| 1.0.9 | floralzonescosmopolitanregion | 435 | Nov 5th 2025 at 9:25 PM | FloralZonesCosmopolitanRegion-v1.0.9.zip | 1-click install | ||
|
Tweak-Short Coconut palm tree shape | |||||||
| 1.0.8 | floralzonescosmopolitanregion | 857 | Nov 3rd 2025 at 5:22 PM | FloralZonesCosmopolitanRegion-v1.0.8.zip | 1-click install | ||
|
| |||||||
| 1.0.7 | floralzonescosmopolitanregion | 3478 | Oct 26th 2025 at 5:15 PM | FloralZonesCosmopolitanRegion-v1.0.7.zip | 1-click install | ||
|
Added-Custom berry bush class to stop them from being pruned (Thanks Ape!) | |||||||
| 1.0.6 | floralzonescosmopolitanregion | 11205 | Sep 26th 2025 at 4:19 PM | FloralZonesCosmopolitanRegion-v1.0.6.zip | 1-click install | ||
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Tweak-Bulrush and common reed reset temps and seasonal die off temps | |||||||
| 1.0.5 | floralzonescosmopolitanregion | 10758 | Aug 31st 2025 at 3:26 PM | FloralZonesCosmopolitanRegion-v1.0.5.zip | 1-click install | ||
|
Added-treeseed necklaces | |||||||
| 1.0.4 | floralzonescosmopolitanregion | 12491 | May 15th 2025 at 7:50 PM | FloralZonesCosmopolitanRegion-v1.0.4.zip | 1-click install | ||
|
Added- garlic, sweet potato, beans, green beans, maize, fireweed shoots, reindeer lichen, bogbean roots, sea lettuce and papaya, fig-leafed gourd, black crowberry, common juniper, cloud berry fruit mashes can be added to troughs | |||||||
| 1.0.3 | floralzonescosmopolitanregion | 516 | May 12th 2025 at 4:50 PM | FloralZonesCosmopolitanRegion-v1.0.3.zip | 1-click install | ||
|
Fixed-WC bag compat file placement | |||||||
| 1.0.2 | floralzonescosmopolitanregion | 974 | May 7th 2025 at 10:17 PM | FloralZonesCosmopolitanRegion-v1.0.2.zip | 1-click install | ||
|
Added-Wildcraft basket compatibility | |||||||
| 1.0.1 | floralzonescosmopolitanregion | 2296 | Apr 18th 2025 at 2:44 PM | FloralZonesCosmopolitanRegion-v1.0.1.zip | 1-click install | ||
|
Fixed-Rendering bug where shadows were solid planes | |||||||
| 1.0.0 | floralzonescosmopolitanregion | 2234 | Apr 4th 2025 at 8:26 PM | FloralZonesCosmopolitanRegion-v1.0.0.zip | 1-click install | ||
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Launch | |||||||









Just a heads up for anyone else having a similar issue: while compatible, seasonal flowers does seem to completely remove the texture and hitbox of some plants (I've only seen reindeer moss and) resulting in the plants being invisible, preventing block placement, and only being able to be removed by breaking the block underneath.
Reading how Seasonal Flowers functions, it's likely just an issue with how this mod labels the parts of these plants. Other plants from this mod and some others from the Floral Zones series do seem to function fine (or at least render) with it installed.
In short: This mod is awesome and functions fine, but some content is incompatible with Seasonal Flowers! Just wanted to leave an answer here if in case anyone else came to the comments looking for why some of this mod's plants my be invisible!!
Thanks for the heads up. I haven't checked out many other mods in the last couple years, does seasonal flowers dynamically hide parts of a model that are labelled flower or their labels start with flower? Seems like due to my naming conventions folks have reported it being largely compatible out of the box
completely in love with this mod and all of your plant mods. one question tho is there any way to make reeds change color in winter/autum?
In theory yes, I could split the textures into two to give them seasonal tints. The model would be more complicated and higher impacting which is something I'd avoided for such a common plant but I'll consider it
BUG: papaya, fig gourd, black crowberry and cloudberry (maybe the rest of fruits) juice can't be made into wine
Thanks for the report
EDIT: just tested and papaya, fig leaf gourd and black crowberry all worked for me. The cloudberry fruit was removed from this mod and our plants instead drop the new base game fruit, which can be turned into juice and wine.
crowberry juice is not working for me either. corn flour also doesn't turn into ale. neither have recipes for it in the handbook. cloudberry seems to work fine, as you said its base game now. fig-leaf gourd and papaya also have missing recipes for fermenting. not sure what could be doing that. possibly expanded foods/culinary artillery or "hydrate or diedrate" conflict?
Sounds like a conflict then as I tested it in game and it worked
Hello!
Huge fan of this mod and the charming diversity it adds to the world
Do flowers from it act like valid flowers for vanilla bees?
Whenever i look at one there is no tooltip indicating the plant as a flower
They are set up to do so!
I am a huge fan of all these mods, but I also like playing on servers and most servers will not add them due to the amount of plants added/compatibility issues.
Have you considered compiling them into a single mod that is a lite version of all the zones, containing some key species that add variety to each region without having to have the full zone's flora? E.g. a few trees, a few food sources, a few flowers/shrubs for each region, with a focus on being less resource intensive while still providing an enhanced variety over vanilla (which can become very same-y with the current limited vanilla flora).
OR would you be open to someone else doing that with the FV content?
I feel like if there was a single mod with a reduced selection of plants, it would also be easier for others to create compatiiblity mods for things like expanded food or furnishing mods, whereas doing that for all the packs is more daunting.
I am not open to folks repackaging this content.
It would also be a considerable amount of work to maintain more mods, something I'm already spending a good chunk of the year on. These packs are already intended to be the lite version of other plant based mods, like Wildcraft and Biodiversity, which add a ton of content in each mod while the FZ adds only a few trees, a few shrubs and a few flowers for each region, with a focus on being less resource intensive while still providing an enhanced variety over vanilla. If servers don't want to add them due to the amount of plants that is completely fair, it is a chunk of resources and splitting them up even further would be harder to keep up with. However, I'm unaware of many compatibility issues? Is it just that this mod series doesn't work with all features of other mods?
That's fair. Yes, I'm talking specifically compatibility with other mods. i'm a massive FV stan on servers (I just cannot play on servers without at least some extra flora as I love exploring and 'oh look, more birch shrubs' just does't do it for me) but people do often complain about wood and food compatibility issues with other popular mods such as the storage mods and expanded foods (as well as a few complaints about the amount of items added to the handbook). Personally, it doesn't bother me so much, but it does shy some servers away from using it, alas. And I also know some lower end computers do have issues with the amount of flora, which at least one server I played dealt with by just reducing the spawn chances of flora on their server. They could also pick one or two or three FV packs instead of all of them, but then wouldn't that mean that some zones do not get extra flora? Anyway, I appreciate this would be an added time cost though, and appreciate the work already done. Maybe someone will find a way to achieve that same goal through patches/configuration instead, so just throwing the idea out there.
Two of three packs would be a solid idea, if you are travelling you could pick three packs that cover different climates, or if you are located in one climate you could get a few packs for that one.
YES, I have all my plants and animals back. Thank you so very much.
Now we need to let the dev team know they are not allowed to update the game any more so I don't lose them again.Iol just kidding
Right? At least the upcoming update doesn't seem to touch animals and plants much, might just be a month long affair to get everything back in order
Are the Floral Zone Mods compatible with Expanded Foods?
I believe someone in the community is working on it
Glad to see the whole series is updated!
Should be some new content coming soon too!
YEEEEEEEEEEEEHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAW
is this a compilation of all of them? or do i need all of them individually
This is just plants that wouldn't fit neatly into other regions so we made a dedicated pack. You can see the roster of all the mods by clicking the drop down
when's the update for this coming?
I'm still working on it, Flish is currently getting his portion of the Mediterranean done and this one won't be far behind
Some of the hitboxes are real bad, but it's an amazing mod.
please update
since we now have a bush cutting system for bush propagation.... will this feature be incorporated to some of the flora in the varios Floral mod modules?
This and the other Floral Zones mods seems to mostly work with 1.22, aside from the issue with mapping the woods to vanilla recipes, as well as all mod added chest recipes appearing invisible and the modded chest traps getting the question mark texture error. Still usable on 1.22 beyond that though!
we're going to have to hold NAN like was done for Toolsmith, until these 2 families of mods get updated :D
could you maybe update the floral zone mods to 1.22 before the fauna ones? since they're world gen and its a lot easier to add in the mobs to an existing world
please i am begging <3 gnawing at the bars of my enclosure
I hope a lot of your mods become updated to work with the new version. I just got this game and want to play with your mods :D Thanks mate
Hope this mod along with your other mods get updated soon. I honestly could not play without the way they make this game look and feel.
If I want to have all plants that are added by the "Floral Zones" mods, do I need to install only the Cosmopolitan Region here, or do I need to install the other mods aswell?
And are they compatible with each other, or do I have to decide which ones I use for a fresh start in a new world?
Each 'Floral Zones' mod adds different plants, flowers and trees based on regions indicated. You can use all of them, some zones even overlap flora.
I install all of them and they're perfectly compatible. Usually, they're even compatible with similar mods and worldgen mods as well.
Whether it's compatible with 1.22, idk.
Thanks a lot, that clarifies things. I would have waited for the 1.22 version anyway.
ThreeHeadedDingo Yeah we just gotta wait for all of them to be updated. Its gonna be a while tbh
Just wanted to add that with 1.22, a lot of these Floral Zones mods seem to have issues mapping their wood to some existing vanilla recipes (just a guess, I don't know exactly how it works under the hood). As a result, some recipes can't be made at all with Floral Zones woods.
I believe the source of this is probably brought up in the error messages that appear on world load.
Something's not playing nice. I can't seal the barrel of juniper juice to make smreka, but the handbook says that's exactly what I'm supposed to do. Help?
Honestly I can't believe garlic isn't already in the game
Curious if anyone has any trouble with adding this to their mod folder and playing on an exsisting world? Specifically 1.21.6
I'm getting Junipers in my 25C area, it says -12-12 so I assume that's some sort of bug
I remembered a couple things as well (opting to make a new comment vs editting in case you've seen the previous already):
In 21.5 I know, potentially also in 21.6, common reeds have a tendency to reset the timer and show as harvested once you've harvested them the first time. It would be a couple of - 3 days before they would be ready to be harvested again but at some point the timer would reset to be 100+ hours before ready. Saltmarsh bulrush may be having the same issue in 21.6. I didn't have any (saltmarsh) in 21.5 (different seeds/worlds).
I do have the calendarspeedmul changed for 1 in game day = I think 3-4 rl hours, so it's hard to test. The reeds aren't immediately next to me, although I do have saltmarsh that I've placed down nearby. I also put a singular saltmarsh in the middle of my base and I feel like I've seen it reset (not actively, but just noticed that the reharvest timer went up again). Frankly, idk if there's a bug or if I'm going crazy đŹ
In 21.5, I noticed that common reeds would be ready to be harvested again but still have the harvested texture. I'm not sure if this is happening in 21.6 as well, as I'm more having the previously mentioned issue.
I was wondering where I can tweak the code for bogbeans and reindeer lichen. In 21.5 I was able to attach bogbeans to each other even if it was over water. Now, in 21.6, it says fertile ground needed. For reindeer lichen, I was wanting to add the vegetable nutrition.
(I originally tried searching through the code a couple weeks ago I think but couldn't find the items. I haven't tried looking again though.)
I apologize if you've been asked this question 5 billion times, but what are you thoughts on compatibility with A Culinary Artillery and Expanded Foods? I'd love to make dragonfruit breads lol
Squinchslob
Bit of a late reply but I can answer this question you have about the shelf life of juniper berries. The answer is that irl they aren't really berries, they are modified conifer cones that have become fleshy scales. As a result they have a shelf life more akin to that of something like a pinecone rather than a true berry.
I myself was kind of suprised to learn some time ago that there are conifer trees that have soft, fleshy cones. Really interesting.
Is there a plan to do a Latin American Floral Zones mod ?
I cannot for the life of me find maize anywhere! I want to be Mexicamaxxing!
Why do juniper berries have 108 days of shelf life lol?
Using the hyrdate and diedrate mod i can no longer eat the bladderwort for some reason, which sucks it was a cool feature
Tentharchitect Regarding the Vanilla extract recipe ingredients issue: Ingredients containing a wildcard requiere a name in the recipe, regardless of whether you are going to use that variable anywhere or not.
Botanist here! Great job with this mods, they are truly incredible and really, really well made. Some nice plants that could be added to this modpack (or some simmilar one in the future) are dandelion (Taraxacum officinale) wich could be an edible and abundant plant, greater plantain (Plantago major) wich could be used for poultices, giant reeds (Arundo donax) wich could be used for thatch and/or "bamboo" and figs (Ficus carica) as a fast growing, easy to propagate fruit tree. Of course these are just things I'd like to see, the mod is great as it is ^^
Is there a reason why the berries from this mod take 30-60+ days to flower and ripen? The vanilla berries take maybe 10 days or so to flower and ripen, so I'm super hesitant to use Goji berries or Juniper in meals, since I can barely get any after the immediate area is foraged clear
I do not make mods so I am sure it is more complicated than I could possibly imagine, but are there any plans for this mod to have full compatibility with Expanded Foods? I love to live in the frozen north, so being able to actually grow stuff up there is great. But it would be sweet if I could make muffins and dumplings with it.
Thanks weirdcress glad you're enjoying it! Flishster is from the Floral Zone the appalachian mountain plants are a part of and I believe he has a couple of those planned. Sphagnum is might very well be on a roster planned already
We're keeping the name convention same as base game since the process isn't exact to irl, but hopefully we'll get more detail with the alcohol processing and cen be more precise later Grimmithy
I would like to request that Maize not be turned into "Corn Vodka" and instead be turned into Whiskey like Jack Daniel's intended.
all the mods in this series are fantastic.
wondering if we will ever see Sphagnum moss added in a mod? Maybe its absorbent qualities could be used for something.
personally i would love to see appalachian mountains plants (american chestnut, paw paw tree, katniss/wapato, ramps, Trilliums, purple pitcher plant, ladyslipper orchid, rhododendron, Mayapples, etc) but there are so many wonderful plants in the world to explore...
Thanks for confirming that PeterSanderson
Plants won't appear over time, but they will be present in new chunks Nekomancerr
I've got a question if i am to add this to a running server will the plants appear over time or do i need a full fresh start
Tentharchitect You can remove it for now I think, further testing seems to show it was a corrupted download and reinstallation seems to have cleared it up
Nor am I Kyokui I've tried a few different things and the liquor isn't showing up in the crafting ui
Thanks Nikuksis I'll get them in the next update!
I'll put that on the bug list, but I'm unsure why that would have happened PeterSanderson
I updated to the latest version, the server appeared to do a remap, but I have at least these two plants showing as "?"
Any suggestions?
https://ibb.co/B2K5qVqv
https://ibb.co/CKswyyGd
Hi! Thanks for another awesome mod!
Please take russian translation:
https://drive.google.com/file/d/1QlPuyS4T-4BZy8uSM4uyveoTALH_rrbB/view?usp=sharing
Also caribbean translation subfolder in this mod:
https://drive.google.com/file/d/1jJQyoMHAHMxTD33nxAA3zb_Z7VmQwS9k/view?usp=sharing
The problem with barrels has been solved in the most recent update, but vanilla extract seems to still be having issues.
For some reason, there isnt a 2nd ingredient for vanilla extract recipe loading.... Not sure why


Hopefully should have fixed this, let me know if it continues Permarin1
Sounds like you're frustrated, and I'm sorry for any conflict but please don't send me the same message 7 times. I don't have a PR manager so checking messages directly reduces the rate I can fix these issues IgnisPolonia
Tentharchitect
Flish
kindof similar to IgnisPolonia
im having an issue with this specific flora mod. when im trying to do barrel crafting i have discovered that the crafting is gone after updating to the 1.0.9 version
https://imgur.com/a/MsTuXbR
here is a imgur link with further explanations. i hope you can resolve this issue swiftly, so it wont be present down the line, and probably harder to fix.
I've found the reason why the Wildcraft pulp wine recipe isn't working. It's one of the Flora Zone mods that's causing this; something happened after the last update. Dear author, please fix this bug.
There's some kind of conflict. I used to make wine by adding two liters of pulp to ten liters of juice. Now it doesn't work at all, and I can't close the barrel. What's more, regular juice doesn't close the barrel either. I have expaded foods, but I doubt that's it. Basically, the pulp-adding mechanism is broken.
I've poked around with it a few times, but yes we can't get spirits to show up in recipes mh55 you combine it with potato, corn or cassava spirits
the vanilla extract recipe seems to be bugged, it shows nothing as an ingredient next to the vanilla beans in the handbook recipe
There is the Caribbean Floral Zone for the time being, but the rest will be in at one point or another Gingertea
You can use all of them together, they all add 30+ plants from the region they are themed around (or in this mod's case, plants that cover a large area of the world) and you can mix and match as desired. They are broken into modules due to both the file upload limit of the ModDB, so folks can do region themed play throughs and for a few other reasons Damonicus1986
do i understand it correctly that either i use this one or i use the specific ones but not together ? or am i overthinking ?
need a latin american version of these mods :)
Are you using the latest version that fixed this or did that bug persist? rayllis689
Typo on Populated bulrush skep - shows up as: Populated pbulrush skep.
You'd change their weight in the patches folder EthelVril
How do I limit/disable alders from spawning? They spawn absolutely everywhere at higher humidity settings
I've never tested the basket traps but the foods should work like a lure as I've tested that. That said, the traps are a little wonky at the moment so it could be a mix of things AzuliBluespots
Btw, just making sure, do the floral zones basket traps (palm, porcupine grass and so on) and/or floral region grains like Oats actually affect animals? I've been trying to catch baby goats to no avail, they don't even get close to the trap, and I noticed some modded animals ignoring it too. (but they also were ignoring a fully vanilla trap, so that's probably broken on their side)
Currently you cannot as the sailboat crafting system is very resistant to adding modded woods, you can cheat in sailboats of those types though AzuliBluespots
For FotSA pelts, you need to craft them in a grid with a knife to get the base game hide and then craft those into leather. The exception is with the Pantherinae mod and upcoming updates, where you can oil and salt the hides in the animal version and then cut them into the generic version Worth
Thank you for saying so, I didn't tell anyone about that and was hoping someone would notice XD Fantast
i just noticed and crafted the coconut amulet đ i love this thing, thank you
Hey there!
I really love all of these mods, and something I keep running into is I'm not sure what to do with all of the various pelts .... Is there a way to tan/oil these into useable leather? Thanks for your time!
edit: okay I'm kinda stupid & commented on one of the flora instead of fauna ones :(
Say, can we use the new wood types to make the sailboats?
CannelleYT you can also edit the file to reduce the amount of spawns you'll see of a plant or if you feel one is too op you can "snip" it out by removing it's ability to spawn in general
I've done that with the red river gum trees before in a desert playthrough because the style of tree just didn't match what I wanted the landscape to look like
Do you know whre I could find the config file? I've looked in the .zip as it's all I can find relating to the mod but no luck with finding settings to change there. I'm also trying to reduce my numbers of red river gun trees lol
it's not a config file, I had to go into the scripts and manually edit a few values
can't remember the exact file pathing off the top of my head, but if you look into the scripts you'll see various values like temp ranges what not you can just do some quick edits of to change spawn values
I'm glad you're enjoying the art of this mod series CannelleYT Though your preferences and suggestions do not fit with this projects main goals. We wanted to add enough biodiversity that one can play in any part of the world and breaking up the series into 200+ mods so each one only had 5-6 plants would be exhausting to maintain, while only having 5-6 plants per floral zone would mean there would be almost no plant life when used in conjuncture with the Biomes mod, which this is balanced around.
I've installed all the mods in the Floral Zones series. In terms of variety and beauty, they're perfect. However, it's far too easy to obtain a significant amount of food from certain edible plants that it greatly reduces the difficulty.
Perhaps it would have been better to make these plants usable only for stews (you know, they could have been used as a spice or whatever).
I think, for that matter, I would have preferred a mod that added a few new plants (like 5 or 6) but that was really well integrated and translated. Lighter content is easier to update and translate than mods that add a huge number of new plants. Trying to create too many new plants is easy to get lost.
Flish and I are aware, the categories are based on how they are set up in the game files. The common juniper is set up like a berry bush so it's in that section, just like how Jackal Fruit and some other non-berries are.
I know it's technically a small, unimportant complaint, but after taking courses in both Dendrology and Plant Taxonomy, the fact that Juniperus communis is listed as a berry bush got on my nerves, so I just wanted to set the record straight. Juniper "berries" are not berries; they are woody cones, similar to other pinecones. Juniperus communis, like other species of juniper, is in the cypress family alongside things like Eastern Red Cedar. The common juniper is an evergreen shrub to small tree, and although it is one of the edible ones, it would not in any way be considered in the same group as what we would usually refer to as "berry bushes." That's my own personal pet peeve aired, so no worries otherwise. (To be fair, when I saw the word "Juniperus" in game the first thing I envisioned was a red cedar)
fair enough! Looking forward to the gardening features whenever that happens :)
At the moment no, with some gardening features on the road map we didn't want to create a new system only to need to switch over to a new one when it comes to the base game. So some are currently depletable RaptorMother
I love these mods! Is there any way for some of these plants to be "farmed", in a sense? Fireweed, lichen, bogbean... they're wonderful but basically depletable resources that you can't get more of unless you move out, unless I missed something
Tentharchitect
Thanks for your response and continued work on the series. I'll see if I can't figure out how to reduce their spawning by looking through the mod files.
I'm unaware of their compatibility, haven't used that mod that I can recall Sianks
Yeah, common reeds are notoriously common, and irl can create thickets kilometers across. You are welcome to go into the worldgen block patch files and reduce their chance of spawning, though I cannot add all the config options folks have asked for without giving up forward progress on my mod series. Mulciber
Thank you for putting together such a lovely suite of mods to make the VS world even more vibrant.
A small piece of feedback on the common reeds--they seem to populate at a much greater rate than other flora. Since they obscure vision by 2 blocks high unless you dig them out, I was hoping for an option to either reduce their spawn rate or remove them. I like the additional source of thatch, but there are so many reeds in my new world, I literally can't see where I'm going sometimes! :)
Thank you again.
Tentharchitect Do you know if your Flora series is working with Wild Farming Revival? I cant see any official patch for either of mods in either of description, or maybe i overlooked it
If you want to send them my way, I'm happy to add them! I personally don't make the translation files, just add the ones folks send me after a quick check in google translate to make sure they aren't silly TheDude
So I'm guessing that is an ai summary, but what I believe the issue is is that purposefulstorage and or foodshelves is set up to accept any {wood} plank in their recipes and doesn't limit it to just the base game wood types. As such, it is drawing {wood} from any domain and expecting them to be in the game domain. The change will need to be implemented on that mod's recipe. Sianks
No chance of me making it, I still have tons to do and compatibility is low on my personal priorities. If you want it implemented, write the patches and send them my way or find someone willing to do so and I'll happily add them NukoSan
any chacne of making this xskill compatibile?
I found some issue while running Food storage and Purposeful Storage alongside Flora mods, but theres one issue from mod itself (About oil Lamp) thats appearing and other people expereinced it too i see
FloralZones (region mods)
Error: At least one recipe (
oil lamp cleaning.json) fails because it expectsgame:claypot-molybdochalkos-fired, which doesnât exist in your load order ă18â server-main.logserver-mainds with warnings
From looking closely at your log, the specific FloralZones packs that are breaking recipes are the ones that add exotic tree species / planks.
Your errors mention missing planks like:
game:plank-afrocarpusfalcatusgame:plank-podocarpustotaragame:plank-nothofagusmenziesiigame:plank-microcachrysgame:plank-dacrydiumcupressinumThose are not vanilla woods â they come from FloralZones_ biome/tree mods*.
So the culprit is FloralZones Exotic Trees pack(s).
Why this breaks
Mods like FoodShelves and PurposefulStorage have recipes that specifically require those exotic planks.
But in your load order, the FloralZones mod either:
Didnât register those trees (maybe a partial install), or
Is out of date for 1.20/1.21, so the block codes changed.
So the downstream mods (FoodShelves, PurposefulStorage, BetterRuins) keep trying to use plank codes that donât exist, hence all the recipe errors.
Hello, I would like to propose a French translation of the common names of all the species in the Floral Zones mod. Is this possible ?
The bioregions mods are in fact not compatible with Biomes, but those are a different mod series that I've since removed. This is the Floral Zones series, which are compatible, though given the recent update there might be a temporary incompatibility until both are updated to the same version AzuliBluespots
There's a warning on the Biomes mod page that they shouldn't be used with the bioregion mods, or we might end up with barren worlds. This just happened to me, so, I guess it's not compatible anymore?
The handbook is getting updated in 1.21 and should display the meals you can use them in. They are used in meat stew, scrambled eggs, soup and vegetable stew. If you harvest them early you get green beans instead, which can be pickled and used in the same meals, as well as porridge. Jasalina
is there any use for beans? Handbook doesn't show anything except you get them from harvesting the bean plant
So the reed isn't replacing anything, it has it's own unique models and textures. If you want to assign a different plants model and texture to the harvested mode you could alter the json files but there isn't an easy way of doing that as a setting.
As for why it looks like that, I modelled it off of how they look in the winter and how I've seen them look after being harvested with hand tools based on my personal experience. Once they've been harvested once, their block entity activates and the reeds will turn into their harvested version in winter, allowing them to look like their winter version seasonally. I imagine the base game didn't assign block entities on generation as an optimization thing. Lichterwolf
Tentharchitect Flish
love the whole mod series, but is there a way to turn off the replacement of individual plants for example reed.
The grown form is great but the harvested is pretty unrealistic and makes it hard to harvest.
I'm currently working both jobs and have almost no modding time, but come September the Cosmopolitan animal pack number 2 and Circumboreal Floral Zone are my next two projects. Depending on how long the animals take, I expect the Circumboreal to come out in September through November Astro159
If I may ask, is there a estimated relese date for the next floral zone pack?
The next planned pack is the Circumboreal Floral Zone, which covers those areas. Though we've prioritized plants from areas not as well covered by the base game within the Circumboreal, at least half of the plants in that pack are native to Europe GamerShane
Do you have any plans to make a floral zone mod specifically for the more central parts of Europe? Like Germany, Poland, Czech area?
crumps Tentharchitect
I have already made a pull request to Dr. K's sling codebase that adds compatibility for the entire FZ series.
It should ensure that it works for quite some time and updates, since it targets entire woodblock variant files, not just variantbytypes.
No worries about bugging, I'm sure it would be possible though for the most part I'm not making new compatibility stuff, just adding what folks in the community make. Like the latest wildcraft compatibility files were made and tested by HydromancerX. If you want to write up a compatibility file and send it my way I'd be happy to integrate it, I'm just in a situation where I have more requested of me than I could possibly do so try to be selective with what I add to my plate
Tentharchitect hate to bug a bit more, but would it be possible for the woodtypes used in the various floral zone mods to use the tag 16384 or 16385 in the storageFlag? I'm using Dr. K's Slings for woodworking bags and in it he mentions: For an item to be put into the sling's inventory, it should contain bit 16384 in it's storageFlag in the json. (Usually storageFlag: 16385 for both general storage & woodworking bins.
Is it possible for the floral zone woodtypes to be update to be compatible? or is it something on that mods end that has to be done?
Omg i was trying to remember this and i kept coming across the 6 kingdoms one. Good to see how you guys research :)
We're following the Floristic Region system Armen Takhtajan built, as it had a good number of regions for doing packs, compared to the whole 6 Floristic Kingdoms, or the more precise systems that have 140-160ish regions. That system has the Rocky Mountain Floristic Region as the 4th region, and we'll be following that boundary for our picks. It's also the Floral Zone I live in, so I'm very familiar with the local flora and I'm looking forward to making that one!
That's great to hear the idea of the Rocky mountains and mountain west is knocking around! Would you guys be combining California chapparal zones with Rocky mountains in general? Either way there's so many great species of trees and flowers out here like Sitka spruce, coastal redwoods and sequoias, Douglas fir, ponderosa pine, California poppies, fireweed, lupine, ah man so much. I live out in the mountain west and have traveled all over so I'd love to see it incorporated into the game. Lot of the species are already in the game too! Idk if you've driven out west here in the us but there's a lot of dandelions and sunflowers as well along the freeways, esp in Utah for some reason, so might be fun to add those too to the future zones. Dandelions grow like crazy here in CO
Thanks for the reply, love all your work in both the flora and fauna sets
Hello! So the compatibility is adding a storage flag to a bunch of the FZ items, so they can be placed inside the Wildcraft baskets and any other containers that uses the same storage flag.
Glad you're enjoying it! I agree that the climate spawn conditions of some of the plants are strange, I'm guessing they were informed by game balance rather than reality, like the sunflowers being so tropical as well. Flish had been working on a mod that adjusts the base game plant spawn conditions to be more realistic, though I don't know where he is at on that. Whenever we get to the Rocky Mountain region, we'll no doubt add our take on a redwood species in both size and spawn conditions
Heyo! Was curious what the wildcraft basket compat entails? That your blocks can be placed inside them. Or that there are new recipes that make equivalent baskets?
Love the series!!! My biggest one i would love to see would be a California redwood/west coast usa one because it makes me so so sad inside that they put they redwoods in tropical environments. Which I get cuz in prehistoric times it was, but modern coast redwoods are always found in mild, foggy, temperate climates. Being from California and seeing games put them in biomes equiavlent to costa rica, the Amazon, or other tropical environments always floored me. Hell even dropping them into your Mediterranean floral zone as a rare forest would make way more sense. Would love to see them pop up on high elevations with temperatures ranging from 8-16c annual or so. Or even just at ground level at this temp range.
Absolutely killing it as usual!
You can go into the block patches patches and change the chance value, though we'll be doing that soon with the next update and adding an increment so Reindeer lichen is rarer in temperate climates and has a slower gradient to replacing grass near the poles. Mollycoddle
Is there a way to disable specific plants,or at least massively decrease their spawn area? Reindeer lichen is everywhere.
Looks like that crash relates to ACA, maybe because something is missing. At the moment vanilla extract should only be a sweetener for porridge, but the idea is that it could be used for mods like ACA and EF. A couple folks are in the process of making compatibility patches for it.
Currently most don't have a way of propogating them, as we want to keep it in line with the base game. If I recall correctly, flower propagation is on the road map and we'll implement it when the game does, but don't want to do it twice in case our first method is incompatible with whatever the based game goes with
Is there any way to propogate the flowers and fruits for these mods? Similar to Wild Farming: Revivals Method, or any method really. Just curious. The Bay Cedar is wonderful but frustrating to get ahold of a large amount.
Just wondering... Is there any use for vanilla extract currently?
Also, was messing about in Creative Mode and decided to check out vanilla beans in the handbook, stumbling upon the vanilla extract recipe. There seems to be a blank icon in the mixing section as shown in the image below. Clicking on the blank icon crashes the game.
Image: https://imgur.com/a/3UH7XXL
Crash Log: https://pastebin.com/MhmA6SVk
On another note though, been enjoying all of your Floral Zone mods, adds a lot of variety and colour to the game. c:
First of all, I adore these flora mods (and the fauna ones too, but I can't imagine playing without the flora now even as a new player).
On the topic of the lichen, the fix seems pretty simple: I unzipped it and changed the "varied patches of reindeer lichen" chance to spawn from 0.3 to 0.03. Since 'vast patches' are only 0.05, the 0.3 seemed like a typo.
I'm still finding a little patch of it here and there, but its not ubiquitous like it was. Now its like a 'oh yes, a patch of lichen! Delicious travel snack!' moment when I see it.
We do need to tweak the reindeer lichen, might have to make more of a gradient in their spawn patches. They should be rare almost in all alpine climates, but once you get to the arctic they are almost as common as grasses
Love all of these mods, they make the world feel so much more alive!
One note, I feel like reindeer lichen might be a little too common, it's absolutely everywhere lol
Papaya seeds come from rotted papaya, might add a knife recipe as well for folks wanting to speed it up but haven't decided yet.
Thanks for the bug report, that fix should be coming soon, once I get the current round of commissions done I'll do a bug fix round
Does anyone know how to get papaya seeds? There seems to be no recipe or instructions for it.
the recipes for sweet potato ale and corn ale are flipped. in that, corn flour creates sweet potato ale, and sweet potato flour makes corn ale.
TranshumanViking yes i use both and seems to work havant run in to any issues so far
Is this compatible with mods like wildcraft and expanded foods?
Yay Fireweed. Just like we have in Alaska <3
No, this is a new pack with 30 plants that wouldn't fit neatly into the other Floral Zone ranges. While a single pack is technically possible now, it would eventually be abandoned once the combined size surpassed the upload file size limit. K0TTINY
are these all your floral zone mods packed in a single mod???
XD Thanks for the report!
bug: corn flower makes sweet potato ale and potato flower makes corn ale
also rice grain makes corn porridge
Used with them, it's just another pack like any other but the plants included are those that wouldn't have neatly fit into a specific region's roster kastrom3
Does this mod replace other mods in the Floral Zones series, or it be used with them?
Yay so excited about this one!
There isn't a config file for this mod, but that's already a built in feature with the Biomes mod compatibility. If you go into the Realms file of that mod's config and set the northern hemisphere to be just or at least centered on the Pacific Nearctic, you'll spawn in an area with PNW content for this and all other Biome's compatible mods. Aloy
Is there a config file? id love to set it to just PNW plants to be honest for my world- they look great!~