Mods / Bioregions: Eastern Palearctic Realm

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Category: #Creatures #Worldgen
Author: Tentharchitect
Side: Server
Created: Jul 2nd 2023 at 3:00 PM
Last modified: Oct 29th 2023 at 4:58 PM
Downloads: 1501
Follow Unfollow 12

Latest file for v1.19.0-pre:
EasternPalearcticRealm-v1.0.8.zip 1-click install


I'll no longer be maintaining this mod and instead patching my mods for the Biomes mod, which includes all the functionality of this mod and more https://mods.vintagestory.at/show/mod/8785 For servers and existing users I'll leave this mod up as is.

Bioregions: Eastern Palearctic Realm


This mod prevents animals and plants from spawning, leaving only those native to the Eastern Palearctic. This mod does not add new plants or animals by itself.

You’ll see plants and animals from the Arctic circle, Russian far east, Eurasian steppe, Mongolian plateau, Himalayas, Tibetan plateau, Yunnan-Guizhou plateau and the Indochinese Peninsula. Plants are based on those present or introduced to the area between 11700 and 700 years ago while animals are those native to those areas during the same span. Mods that add both natural and supernatural creatures will have their non-native and supernatural entities disabled, though server hosts can go into the patches and remove the patch blocking a given animal in order to re-enable it. 

As this mod removes content from the base game, certain technologies and resources may be harder to acquire than normal and some animal or plant based resources may be impossible to acquire without mods adding a native equivalent to the base game animals or plants that were removed.

Mods with content in this Bioregion:

Animals:

Fauna of the Stone Age: Caninae
Fauna of the Stone Age: Capreolinae
Fauna of the Stone Age: Pantherinae
Feverstone Horses
Feverstone Wilds
Giant Gouramis
Medieval Expansion
More Animals
Old World Pond Frogs
Ornamental Fish
Primitive Survival

Plants:

Farm to Table (Manually replace files)
Hide and Fabric (Manually replace files)
Wildcraft (Manually replace files) 
Wildcraft Trees (Manually replace files)



Known Issues
In order for modded plants to work, you need to manually replace their patch files from the “manually replace files” folder in this mod. I’m looking into a way of patching their patches, but for now this will get the same results as the intended final version.

Mods that use the “game” directory for their animals can’t be patched


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*
v1.0.8 231 Oct 29th 2023 at 4:58 PM Show EasternPalearcticRealm-v1.0.8.zip Install now
v1.0.7 174 Sep 24th 2023 at 5:24 PM Show EasternPalearcticRealm-v1.0.7.zip Install now
v1.0.6 153 Sep 3rd 2023 at 5:27 PM Show EasternPalearcticRealm-v1.0.6.zip Install now
v1.0.5 125 Aug 13th 2023 at 2:22 PM Show EasternPalearcticRealm-v1.0.5.zip Install now
v1.0.4 140 Aug 6th 2023 at 2:51 PM Show EasternPalearcticRealm-v1.0.4.zip Install now
v1.0.3 124 Jul 30th 2023 at 2:13 PM Show EasternPalearcticRealm-v1.0.3.zip Install now
v1.0.2 135 Jul 23rd 2023 at 2:10 PM Show EasternPalearcticRealm-v1.0.2.zip Install now
v1.0.1 136 Jul 16th 2023 at 3:33 PM Show EasternPalearcticRealm-v1.0.1.zip Install now
v1.0.0 141 Jul 9th 2023 at 2:26 PM Show EasternPalearcticRealm-v1.0.0.zip Install now
v0.1.0 142 Jul 2nd 2023 at 3:04 PM Show EasternPalearcticRealm-v0.1.0.zip Install now

8 Comments (oldest first | newest first)

💬 TentharchitectAuthor, Sep 8th 2023 at 8:32 PM

Thanks! As do I, I've always disliked how survival games are either one specific area in the world, or a hodgepoge of everywhere. I'm currently working on some plants in addition to my animal mods so that way all the bioregions will have enough content for a viable play through, so someday you really will be able to choose any corner of the world to play in.

💬 Ryker, Sep 8th 2023 at 4:21 PM

Your mods are a dream come true for those that want more realistic survival in regions of your choosing!

 

I really hope the devs can made add in your work in some way with the Homo Sapiens mode, it's a perfect match!

💬 TentharchitectAuthor, Jul 30th 2023 at 3:07 PM

You're welcome! Feel free to ask any other questions you have about my mods here or over on the Discord threads. Still buried with work and modding in my little free time, but I'm enjoying it! The next couple animal mods should go a long way towards making the various bioregions feel distinct!

💬 DaimonAdrestia, Jul 30th 2023 at 12:08 AM

Hey again :)

Thanks for the great response!.. and taking the time to write back It was very helpful and gave me a better understanding of the world-gen mechanics of the game.. so, like, really thanks! :)

And thank you for the other releases as well. Starting an Atlantic one right now :D

Hope you're doing good and not buried to your neck in modding.. hope you get to the Fertile Crescent (you going for Sumer?) or the SW American desert (I (if I remember correctly) read somewhere that they used raw native copper... not by smelting, but by smithing chunks.. that is a pretty neat detail and would be a sweet addition to the base game.. maliable "soft" naturally occurring ore).

Have a good one :)

💬 TentharchitectAuthor, Jul 14th 2023 at 4:03 PM

So all the world gen settings should work as normal, but combined with this mod you can really curate what sort of experience you have. Want to play a Mongolian steppe game? Do semi-arid, low trees, on temperate, with high upheaval and max landform size, no oceans. Thailand jungles? A hot start, high trees, humid world, with 400% landscale size and 50% oceans so you get a long coast line. I've been busy modding of late, but I think my next long term game will probably be a Fertile Crescent playthrough, or SW American desert playthrough, in the Central Palearctic or Pacific Nearctic respectively.

Green Sahara should be possible, playing an Atlantic Palearctic play through with higher humidity but lower forest levels on a hot start will create the conditions similar to that and as more animal mods are released the local fauna will fill out. While I hope this mod is eventually made obsolete by a similar feature in the base game, it will certainly be useful for history inspired servers.

Take care as well!

💬 DaimonAdrestia, Jul 13th 2023 at 10:24 PM

Jeez man, that's super cool. I havn't had time yet to load up the mod and have a look (been away from the computer for some time now) but I'll be sure to give you some feedback. Can't wait :)

Did you set it up for a specific map size?.. and what about days per month (and even day length?).. any things to be specifically attentitive to in world gen? How do you play it for yourself? 

Good choice on the timeframe (it's one of my favorites).. hope you have a "green Sahara" mod (that would be awesome). I have been hoping to get a chance to check out the modding/modeling tools for VS (I havn't coded since the early 90's, when my friends and I would prank each others by writing .bat files in DOS.. so that might be a fools errant) and if I get the chance, I'll give you a shout and try to help out on some model evolutions.. and might be able to get some help with skins/textures.

This is pretty cool. A great idea for a multiplayer server.. even a roleplaying one.. long play, history inspired. A great educational opportunity in that as well.

Take care :)

💬 TentharchitectAuthor, Jul 2nd 2023 at 4:42 PM

Thanks! I have the rest of the world split up into 11 different mods like this one, just waiting a bit to see if any issues pop up before posting them. 
As for content, I'm sticking to the 11700-700 YA range. There are plenty of animals to make in that range and I might fill up the texture atlas with just that, but I'm happy to provide base models if folks want to create older relatives of the animals I'm making. I'd like to update the Capreolinae mod at some point here to get the recently extinct deer in that time range as well.

💬 DaimonAdrestia, Jul 2nd 2023 at 4:24 PM

Amazing!.. just amazing. Thanks.. (been thinking about something similar and have been taking notes on our ancestors from the upper paleolithic and well into the holocene, trying to figure out a way to simulate the epochs in game) GREAT JOB! must have taken som time in research, prep and execution.

BTW, I just found you now. Was sitting down to make some tests in the Humanity branch of the game. Looking forwards to look into your mod. Any plans on other regions of the globe and/or geological epochs?

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