Mods / Floral Zones 1.22 Compatibility Patch
- Tags:
- Authors:
- IHaveManyNames, Tentharchitect
- Side:
- Both
- Created:
- Jun 13th at 9:10 PM
- Last modified:
- Jun 20th at 12:16 AM
- Downloads:
- 3785
-
Latest release (for Vintage Story 1.22.2 - 1.22.3, potentially outdated):
FloralZone1.22CompatPatch-v1.zip 1-click install
Hey y'all. Since Tentharchitect's been crazy busy with work and that's likely to last a bit longer, I threw together a temporary patch to bring the various Floral Zones modules up to compatibility with 1.22 until a proper update can be made. All crashes I could find and reproduce with only Floral Zones mods loaded have been resolved, and there are no errors or warnings on load when any combination of one or more modules associated. Obviously I can't speak for compatibility with every single mod on the DB, but both by themselves and with the mods I personally use, things are functional.
All patches and additions are done with soft compatibility, not hard, so this can be used with any combination of 1-7 of the Floral Zones mods.
We All Love Specifics, Right?
- Ladders have been updated to the new 1.22 wood-typed recipe, so no more crashing when trying to use the recipe, and you get pretty FZ wood ladders out of it.
- Some under-the-hood changes to reed chests and basket traps caused a wide variety of issues with them, some I saw reported, some I found while testing; FZ reed chests and basket traps now function as expected.
- Seed amulets were throwing warnings due to the change to the ItemWearable class being depreciated; this has been patched to the new Wearable behaviour.
- Added recipes for the FZ wood-typed figureheads, new mechanical blocks, log sod roofs, grindstone, snow shovel, and small bellows.
- Some research was done regarding wood densities and hardness for what woods could be used as support beams in windmill sails; a .txt is included with that info.
- Mannequins can be crafted, though they are limited to a combination of vanilla and one Floral Zones module material at a time.
- Cross-module compatibility was attempted for these recipes, but nothing seemed to stop it throwing errors on startup about the mannequin recipes if all seven modules weren't loaded, so that was scrapped to preserve clean startup.
- Patched the recipe for the windmill rotor that was throwing errors on startup, no longer crashes when attempting to craft.
Anything Left As-Is?
- I didn't touch the berry system at all.
- Nothing that actually requires a new texture; ladders/figureheads use a pre-existing one.
If y'all happen to use this and find any issues with it, or notice a recipe I managed to miss, feel free to message. Very new at this modding thing, but I stress-tested the dickens out of this to try and force crashes and errors, so it should be pretty solid.
Permission was granted to upload this patch by TenthArchitect. As the original mod is listed as All Rights Reserved, that license preserves through this mod. Once the Floral Zones mods are updated to 1.22 and this mod is no longer needed, I'll pull it from the DB. AI was not used in creation of this mod.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.2 | fzvanillacompat | 3264 | Jun 20th at 12:16 AM | FloralZone1.22CompatPatch-v1.zip | 1-click install | ||
|
Stringsense Compatibility - Simply disables all added Floral Zones basket/reed chest/basket trap recipes if Stringsense is enabled, as Stringsense has its own handling for these items baked in which causes errors with my added recipes. | |||||||
| 1.0.1 | fzvanillacompat | 321 | Jun 16th at 10:18 PM | FloralZone1.22CompatPatch-v1.0.1.zip | 1-click install | ||
|
Patched canStep attribute to Floral Zones fences as suggested by QueerCoded Patched canStep attribute to Floral Zones bakset traps(noticed it was missing very early on when fixing the traps and forgot to actually patch it in) | |||||||
| 1.0.0 | fzvanillacompat | 200 | Jun 13th at 9:12 PM | FloralZone1.22CompatPatch-v1.0.0.zip | 1-click install | ||
|
Initial Release | |||||||


Theres a fatal crash with Caribbean Floral Zones when looking up vanilla axle and windmill rotor in the handbook.
I also had the same fatal crash but when looking up the brake for axles, seems to be connected to all mechanical items.
you are a hero.
I used to love the floral zones because they added new foods, but ever since mainlining Expanded Foods their lack of capatability was too much to bare
Do any of the fixes from this need to be added?
https://mods.vintagestory.at/show/mod/52636
I believe at this point the only reason to use my mod is if you have NZ but not Caribbean, as there are some shared assets betweeen the two that this mod only patches when Carribean is loaded. Also, this mod handles ladders better (proper woodtyping)
Hello, sadly came to report that this mod is causing a client crash on my heavily modded server (1.22.3). I would be very thankful if you found the time to investigate it :)
Putting any kind of knife into the crafting grid causes the game to freeze immediatelly, and then crash few seconds later. It was reproduced by 2 separate players using 4 separate knives, 2 of them spawned using creative. No other tool or weapon I tried caused the crash. Removing only this mod fixes the issue.
Exception: Missing or errored output result for recipe 'fzvanillacompat:basket'
RecipeBase.GenerateOutputStack
InventoryCraftingGrid.FoundMatch
InventoryCraftingGrid.FindMatchingRecipe
InventoryCraftingGrid.OnItemSlotModified
Interesting, I can't reproduce this on my end, neither in my minimally modded test environment(patch mod+FZ mods), nor my fully modded game with ~120 mods. One of the other mods that I don't personally use must to be trying to create a recipe/item that doesn't exist via a patch somewhere, but I couldn't tell you why it's trying to do that, why it's trying to call this mod to do it, or which mod is doing it... It does have me curious enough to go take a look, though, but I don't know if, or when, I'll be able to find anything. I'll let you know if I do figure it out and can do anythign about it, though.
i remember this caused issues from danatweaks for a bit, then toolsmith, unrelated to this mod
Sniffr0st
Huh. So that was fun, I finally managed to reproduce an error regarding fzvanillacompat:basket when I enabled Stringsense; looks like it disables all the default Floral Zones fiber-related recipes for its own fiber system. This made my added deconstruction recipes throw an error because they were trying to reference things that no longer existed.
What's weird is that, at no point, was I actually able to replicate a crash, so I can't be 100% sure what was actually causing your server to hang and shut down. Every time I replicated the behavior, it just gave me a simple error in my log that something had gone wrong and the server kept going without even a lag spike. Whatever's happening here seems multi-faceted.
I have, however, fixed my facet of the crash by modifying my recipes to disable if Stringsense is loaded, which stops the error from happening, v1.0.2 has this compatibility included now.
Floral Zones mods (or at least NZ) are missing the canStep attribute from the fences, allowing some animals like goats to just run over them. This issue predates the 1.22 update I think, but would still be a good fix to include.
{ "file": "floralzonesneozeylandicregion:blocktypes/wood/woodtyped/fence-free", "op": "add", "path": "/attributes/canStep", "value": false},
{ "file": "floralzonesneozeylandicregion:blocktypes/wood/woodtyped/fence-free", "op": "add", "path": "/attributes/particleCollBoxHeight", "value": 1},
{ "file": "floralzonesneozeylandicregion:blocktypes/wood/woodtyped/fence-snow", "op": "add", "path": "/attributes/canStep", "value": false},
{ "file": "floralzonesneozeylandicregion:blocktypes/wood/woodtyped/fence-snow", "op": "add", "path": "/attributes/particleCollBoxHeight", "value": 1},
{ "file": "floralzonesneozeylandicregion:blocktypes/wood/woodtyped/fencegate", "op": "add", "path": "/attributes/canStep", "value": false},
{ "file": "floralzonesneozeylandicregion:blocktypes/wood/woodtyped/roughhewnfence-free", "op": "add", "path": "/attributes/canStep", "value": false},
{ "file": "floralzonesneozeylandicregion:blocktypes/wood/woodtyped/roughhewnfence-free", "op": "add", "path": "/attributes/particleCollBoxHeight", "value": 1},
{ "file": "floralzonesneozeylandicregion:blocktypes/wood/woodtyped/roughhewnfence-fsnow", "op": "add", "path": "/attributes/canStep", "value": false},
{ "file": "floralzonesneozeylandicregion:blocktypes/wood/woodtyped/roughhewnfence-fsnow", "op": "add", "path": "/attributes/particleCollBoxHeight", "value": 1},
{ "file": "floralzonesneozeylandicregion:blocktypes/wood/woodtyped/roughhewnfencegate", "op": "add", "path": "/attributes/canStep", "value": false}
]
Good shout, I hadn't gotten around to using fencing yet to notice it, and this reminded me I also meant to add canStep to the basket traps, which were also missing it. New release adds both to all applicable modules.
sweet as
welp.. tis time to be creating a new 1.22.3 save, been messing about just waiting for the chance to use FZ again. thanks for the patch.
Blessed be! 🙏
THANK YOU!!
just to check, so if i install all the floral zones mods that are outdated and load this with it, itll work for 1.22.3 right?
Yep! Works with all seven, or any one of them, or anything in between. Tested that because I knew not everyone ran all seven.
brilliant, thanks!