Hi, Fabricator! Thanks for picking up Highlands for 1.7! I've been running Highlands on a small server for my friends and me. I've been flying around in creative mode to test if Thaumcraft biomes spawn in Highlands worlds. It's hard to say, since there's so many biomes added in Highlands. I haven't found any, though, after a good hour of flying around at high speed (oh, boy, did my buds have fun with me lagging up my server, haha -- bad choice to fly around when they were on!) I'm not sure how else to confirm if they can spawn in the world. I haven't gotten a chance to crack into Highlands' source and check it out myself, though I was planning on doing that last night and got tied up again. Keeping my eye on this thread in case anything happens to change =)
Cheers!
Quick postscriptum edit: by the way, I found a MoCreatures Wyvern biome in the highlands world. I'm not 100% sure - I mean, I still need to go back and double check when I wake back up - but I have a creeping feeling that it shouldn't be spawning wyvern biomes in the Highlands world.
The Thaumcraft Biome problem is mentioned above, also effects Buildcraft Oil biomes. it's not something that's obvious in the code, I had to alter 3 separate pieces of code to fix it. Will be fixed in the next version.
MoCreatures Wyvern biome is your problem, you need to alter MoCSettings.cfg as Highlands uses Biome IDs 200-244
I:WyvernLairBiomeID=207
I have been getting a couple of weird bugs since I started playing with the 1.7 version of highlands. I haven't explored enough to be sure there aren't any others, but when I plant redwood trees in survival they seem to grow into other trees at random. Strangely, this doesn't seem to happen in creative mode. One of them became a spruce tree and the other an acacia. Also, when I grow 2x2 fir trees, the large trunk only extends up to the canopy, and the rest is just 1 block thick at though I hadn't planted a 2x2. I am also using Thaumcraft, Mystcraft and Archimedes' ships.
How are you doing the climate systems? I want to get Climate Control to start interfacing with the various biome mods. Currently CC is using a slightly more sophisticated version of the vanilla climate system - the biome is determined randomly based on the climate, but I've added a configurable incidence system to vary the frequencies.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
The Highlands API is not really usable because it makes references to BiomeGenBaseHighlands, which isn't in the API. You need an intermediate class in the API which BiomeGenBaseHighlands extends, probably with setSpawnLists as an abstract method.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
For anybody looking to control the relative incidence of Highlands and vanilla biomes, I just got a draft version of Climate Control working with Highlands. Climate Control lets you set any biome to any frequency relative to the others in its climate zones, so with CC and Highlands you could make a world with whatever percentage of Highlands you want. (You do have to do it by setting each biome frequency to what you want.)
If the problem has been too few Highlands biomes even in Highlands worlds, here's a shot of a Pinelands and a Bog taken from a Estuary:
This won't be perfect in every way for Highlands afficionados. Climate Control uses the vanilla climate zones of snowy/cool/warm/hot so rainfall plays no part in biome placement. But all the configuration options provide some nice consolation.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I have been getting a couple of weird bugs since I started playing with the 1.7 version of highlands. I haven't explored enough to be sure there aren't any others, but when I plant redwood trees in survival they seem to grow into other trees at random. Strangely, this doesn't seem to happen in creative mode. One of them became a spruce tree and the other an acacia.
OK I figured out the cause of this one and fixed it, will be in next release.
There is some undocumented code called func_149853_b, which is called by applyBonemeal, which is called by a fake player on servers. What a screwy way of having trees grow of there own accord.
Now back to fixing 3 other issues BoP, biome rarity, and it not sharing biomes with my other mods, at the same time.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/19/2012
Posts:
63
Minecraft:
The_Creamster
Member Details
I posted this in the original thread and didn't know whether it was noticed &/or fixed.The following crash report is occurring when a particular biome is generated. The crash is one that a server can't recover from; so highlands had to be removed and the world reset. http://pastie.org/9256042Has it been fixed in your latest version??
OK I figured out the cause of this one and fixed it, will be in next release.
There is some undocumented code called func_149853_b, which is called by applyBonemeal, which is called by a fake player on servers. What a screwy way of having trees grow of there own accord.
Now back to fixing 3 other issues BoP, biome rarity, and it not sharing biomes with my other mods, at the same time.
I don't know how you feel about farming that out to another mod, but I'm modifying Climate Control to address all those issues. It can already run with either BoP or Highlands, including configurable rarity for all biomes and the four climate zones, and the code is written to do both at once, although I haven't tested that due to the hassle of fiddling with all those biome IDs (BoP just fills everything up). I'm going to try to farm testing that part out to alpha testers.
More mods should be addable because I've written table-driven biome and sub-biome code, rather than hard-coded like in vanilla.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Mostly working as planned, however vanilla Hills Biomes don't generate, and I have to research what the trigger to make them generate in certain areas is. The block of code needed to add BoP biomes is next.
Also need to investigate why Too Many Biomes (my other biome mod) causes errors when used with Highlands, have to track which decorator/treegen is the trouble maker.
ps: reports of MCF borking the editor so it sometimes deletes threads, lucky I don't really need to edit the first post.
Mostly working as planned, however vanilla Hills Biomes don't generate, and I have to research what the trigger to make them generate in certain areas is. The block of code needed to add BoP biomes is next.
do you mean in the vanilla code or in Highlands code?
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Good news is I found which decorator was causing the problems.
Bad news is it's in Highlands itself, the Woodland Mountains biome. A lot of treegen code to dig through to find the problem. So that's tomorrow's headache.
I receive an error with the following mods installed:
Applied Energistics
Battle Music Mod
Biblio Craft
Build Craft
Damage Indicator Mod
Enchanting Plus
Factorization
Fireplace Mod
Flintlock Mod
Gravestone Mod
Grim3212 Core
Highlands 1.7.2-v-2.2.0
Iron Chest Mod
Mantle
Ladders Mod
Metallurgy Core
Metallurgy Mod
Modular Flower Pots
MrCrayfish Furniture
MrCrayfish Construction
Okutils-battle music
Shader Mod Core
TConstruct
TooManyItems
Voxelmap Mod
now i realize it says it errored but how and what mods to use/rid of to use this mod! thanks
Put your spoiler here.
---- Minecraft Crash Report ----
// I bet Cylons wouldn't have this problem.
Time: 7/17/14 5:26 AM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: japaneseMapleSapling
at cpw.mods.fml.common.LoadController.transition(LoadController.java:162)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:514)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:467)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:815)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoSuchFieldError: japaneseMapleSapling
at highlands.Initializer.constructBlocks(Initializer.java:146)
at highlands.Highlands.preInit(Highlands.java:79)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:512)
... 10 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
2.2.1 changelog:
Adds support for Biomes o' Plenty biomes in Highlands worldtype, disabled by default.
Thaumcraft and Buildcraft oil biomes now generate correctly in highlands.
Rewrite of biome layer system, to support other biome mods, and future biome weighting configs.
Fix rare crash with Woodlands mountains biome.
Updates to Russian and German translations.
new Chinese translation.
The gravestone mod is incompatible, the rest of the mods below are compatible. Hope this helps lol
Applied Energistics
Battle Music Mod
Biblio Craft
Build Craft
Damage Indicator Mod
Enchanting Plus
Factorization
Fireplace Mod
Flintlock Mod
Grim3212 Core
Highlands 1.7.2-v-2.2.0
Iron Chest Mod
Mantle
Ladders Mod
Metallurgy Core
Metallurgy Mod
Modular Flower Pots
MrCrayfish Furniture
MrCrayfish Construction
Okutils-battle music
Shader Mod Core
TConstruct
TooManyItems
Voxelmap Mod
The Thaumcraft Biome problem is mentioned above, also effects Buildcraft Oil biomes. it's not something that's obvious in the code, I had to alter 3 separate pieces of code to fix it. Will be fixed in the next version.
MoCreatures Wyvern biome is your problem, you need to alter MoCSettings.cfg as Highlands uses Biome IDs 200-244
I:WyvernLairBiomeID=207
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
How about never, 'cause people won't shut up about it ?
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
If the problem has been too few Highlands biomes even in Highlands worlds, here's a shot of a Pinelands and a Bog taken from a Estuary:
This won't be perfect in every way for Highlands afficionados. Climate Control uses the vanilla climate zones of snowy/cool/warm/hot so rainfall plays no part in biome placement. But all the configuration options provide some nice consolation.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Also, did a Mod Showcase for it!! Awesome work!!
From the topic:
Website: http://lightningpig333.com
OK I figured out the cause of this one and fixed it, will be in next release.
There is some undocumented code called func_149853_b, which is called by applyBonemeal, which is called by a fake player on servers. What a screwy way of having trees grow of there own accord.
Now back to fixing 3 other issues BoP, biome rarity, and it not sharing biomes with my other mods, at the same time.
I don't know how you feel about farming that out to another mod, but I'm modifying Climate Control to address all those issues. It can already run with either BoP or Highlands, including configurable rarity for all biomes and the four climate zones, and the code is written to do both at once, although I haven't tested that due to the hassle of fiddling with all those biome IDs (BoP just fills everything up). I'm going to try to farm testing that part out to alpha testers.
More mods should be addable because I've written table-driven biome and sub-biome code, rather than hard-coded like in vanilla.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Mostly working as planned, however vanilla Hills Biomes don't generate, and I have to research what the trigger to make them generate in certain areas is. The block of code needed to add BoP biomes is next.
Also need to investigate why Too Many Biomes (my other biome mod) causes errors when used with Highlands, have to track which decorator/treegen is the trouble maker.
ps: reports of MCF borking the editor so it sometimes deletes threads, lucky I don't really need to edit the first post.
do you mean in the vanilla code or in Highlands code?
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Bad news is it's in Highlands itself, the Woodland Mountains biome. A lot of treegen code to dig through to find the problem. So that's tomorrow's headache.
Applied Energistics
Battle Music Mod
Biblio Craft
Build Craft
Damage Indicator Mod
Enchanting Plus
Factorization
Fireplace Mod
Flintlock Mod
Gravestone Mod
Grim3212 Core
Highlands 1.7.2-v-2.2.0
Iron Chest Mod
Mantle
Ladders Mod
Metallurgy Core
Metallurgy Mod
Modular Flower Pots
MrCrayfish Furniture
MrCrayfish Construction
Okutils-battle music
Shader Mod Core
TConstruct
TooManyItems
Voxelmap Mod
now i realize it says it errored but how and what mods to use/rid of to use this mod! thanks
Put your spoiler here.
---- Minecraft Crash Report ----
// I bet Cylons wouldn't have this problem.
Time: 7/17/14 5:26 AM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: japaneseMapleSapling
at cpw.mods.fml.common.LoadController.transition(LoadController.java:162)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:514)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:467)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:815)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoSuchFieldError: japaneseMapleSapling
at highlands.Initializer.constructBlocks(Initializer.java:146)
at highlands.Highlands.preInit(Highlands.java:79)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:512)
... 10 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_51, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 3293029064 bytes (3140 MB) / 4116709376 bytes (3926 MB) up to 4116709376 bytes (3926 MB)
JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx4096M -Xms4096M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.03 FML v7.2.217.1147 Minecraft Forge 10.12.2.1147 35 mods loaded, 35 mods active
mcp{9.03} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{7.2.217.1147} [Forge Mod Loader] (forge-1.7.2-10.12.2.1147.jar) Unloaded->Constructed->Pre-initialized
Forge{10.12.2.1147} [Minecraft Forge] (forge-1.7.2-10.12.2.1147.jar) Unloaded->Constructed->Pre-initialized
AppliedEnergistics2-Core{rv0-stable-9} [AppliedEnergistics2 Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
TConstruct-Preloader{0.1.1} [Tinkers Corestruct] (minecraft.jar) Unloaded->Constructed->Pre-initialized
TooManyItems{1.7.2} [TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized
grim3212core{V0.1 - 1.7.2} [Grim3212 Core] (Grim3212-Core-1.7.2.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Core{6.0.16} [BuildCraft] (buildcraft-6.0.16.jar) Unloaded->Constructed->Pre-initialized
appliedenergistics2{rv0-stable-9} [Applied Energistics 2] (appliedenergistics2-rv0-stable-9.jar) Unloaded->Constructed->Pre-initialized
battlemusic{1.5} [Battle Music] (Battle-Music-Mod-1.7.10.jar) Unloaded->Constructed->Pre-initialized
BiblioCraft{1.7.1} [BiblioCraft] (BiblioCraft[1.7.1][MC1.7.2].jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Builders{6.0.16} [BC Builders] (buildcraft-6.0.16.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Energy{6.0.16} [BC Energy] (buildcraft-6.0.16.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Factory{6.0.16} [BC Factory] (buildcraft-6.0.16.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Transport{6.0.16} [BC Transport] (buildcraft-6.0.16.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Silicon{6.0.16} [BC Silicon] (buildcraft-6.0.16.jar) Unloaded->Constructed->Pre-initialized
DamageIndicatorsMod{3.1.2} [Damage Indicators] (Damage-Indicators-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized
eplus{1.7.2-2.0.1.5} [Enchanting Plus] (Enchanting-Plus-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized
factorization.notify{1.0} [Factorization Notification System] (Factorization-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized
factorization{1.7.2-0.8.80} [Factorization] (Factorization-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized
factorization.misc{1.7.2-0.8.80} [Factorization Miscellaneous Nonsense] (Factorization-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized
grim3212fireplaces{V0.1 - 1.7.2} [Grim3212 Fireplaces] (Fireplace-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized
flintlock_guns{1.6_5} [Flintlock Guns Mod] (Flintlock-Weapons-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized
GraveStone{2.8.3b1} [GraveStone] (Gravestone-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized
Highlands{2.2.0} [Highlands] (Highlands-1.7.2-v-2.2.0.jar) Unloaded->Constructed->Errored
IronChest{6.0.36.725} [Iron Chest] (Iron-Chests-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized
LLadders{0.2.0} [Luppii's Ladders] (Ladders-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized
Mantle{1.7.2-132.45b0b50} [Mantle] (Mantle-1.7.2-0.2.8.jar) Unloaded->Constructed->Pre-initialized
MetallurgyCore{4.0.1} [Metallurgy Core] (MetallurgyCore-1.7.2.jar) Unloaded->Constructed->Pre-initialized
Metallurgy{4.0.1} [Metallurgy 4] (Metallurgy-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized
modularpots{1.7.2.13} [Modular Flower Pots] (Modular-Flower-Pots-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized
cfm{3.3.2} [§6MrCrayfish's Furniture Mod] (MrCrayfishFurnitureModv3.3.2(1.7.2).jar) Unloaded->Constructed->Pre-initialized
ccm{1.1} [MrCrayfish's Construction Mod] (MrCrayfishs-Construction-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized
TConstruct{1.7.2-1.6.0.jenkins478} [Tinkers' Construct] (TConstruct-1.7.2-1.6.0.a14.jar) Unloaded->Constructed->Pre-initialized
voxelmap{1.7.2} [VoxelMap] (voxelmap-1.7.2-1.0.jar) Unloaded->Constructed->Pre-initialized
AE2 Version: stable rv0-stable-9 for Forge 10.12.1.1060
Mantle Environment: Environment healthy.
TConstruct Environment: Environment healthy.
You can fix it yourself though, see here:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2104582-forge-highlands-2-2-1-updated-june-10?comment=11
2.2.1 changelog:
Adds support for Biomes o' Plenty biomes in Highlands worldtype, disabled by default.
Thaumcraft and Buildcraft oil biomes now generate correctly in highlands.
Rewrite of biome layer system, to support other biome mods, and future biome weighting configs.
Fix rare crash with Woodlands mountains biome.
Updates to Russian and German translations.
new Chinese translation.
-tropical grassland
-tropical rainforest
-ocean biomes
-beach dunes biome
These are just a few biome ideas i have i hope you will consider them, Thanks
I shall have to try that out, i'll comment with details of success or not lol
Applied Energistics
Battle Music Mod
Biblio Craft
Build Craft
Damage Indicator Mod
Enchanting Plus
Factorization
Fireplace Mod
Flintlock Mod
Grim3212 Core
Highlands 1.7.2-v-2.2.0
Iron Chest Mod
Mantle
Ladders Mod
Metallurgy Core
Metallurgy Mod
Modular Flower Pots
MrCrayfish Furniture
MrCrayfish Construction
Okutils-battle music
Shader Mod Core
TConstruct
TooManyItems
Voxelmap Mod