I want to share with some things I noticed playing with mods adding biomes.
Every such a mod adds its own versions of forests, swamps, snow biomes etc. Having several of them you end with 5 "different" rain forests, 4 "different" swamps, 3 birch forests etc. Disabling the excess of biomes in config files is not an option. All the balance in biomes distribution is affected.
Some special biomes are often made by adding the same color to everything in the biome. Example: the crystal biome from the Forgotten Nature has blue grass, blue trees, blue leaves, blue crystals, blue planks, ble sky, blue water. Blah! And the trees look like normal trees, just blue.
Why a wasteland has to have dead brown grass and not a living grass adapted to toxic and dry environment and with purple or yellow straws? And maybe some orange mold by toxic pools?
I'd rather have less biomes but with better designed trees and more balanced colors.
edit:
My attempts of making a custom crystal tree.
1. I used bald cypress' trunk with shortened branches
2. I used cypress' foliage
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I agree with you to a point. Some biomes added by biome adding mods do look very similar. However, in our v4 we are hoping to change that by adding multiple types of trees and plants instead of there being only one tree, so the it more closely resembles how it is in nature in the real world. I very much dislike biomes of nothing but one type of tree or plant, for example, a birch forest or jungle biome, where all you find are a birch trees or a jungle trees. What we are wanting to do is something that would look more like what our forested hills now looks like, with at least 3 or 4 types of trees in addition to vanilla oak and birch. We also want to add more variety of shapes and sizes to the trees like we have started to do with Shecky's tree generation. So instead of how many trees look currently in most mods (us included), where they look like vanilla oak trees with only a different texture and almost all the same size, they will have a wider variety of shapes and sizes like a real tree. We also want to add more plant life to each biome, not just flowers but different types of grasses, vines and bushes where appropriate.
While we hope to do some things with biome color, mainly in the grass/water areas, I don't see us changing sky color to much as that just isn't realistic in most cases. The sky is blue over head, it may be cloudy or change color at sunrise or sunset, but on the whole when you are in a swamp and look up...the sky is blue not some shade of green. Granted MC is not the real world, but EBXL tries to add things to nature that are more realistic rather than fantasy. That's not to say we won't add some fantasy biomes, but that isn't our main focus.
My understanding of biomes, as it was explained to me by Scott some time ago is this: All of the biomes go into a "pool" to be selected. They are randomly pulled out and used. Disabling specific biomes doesn't change how biomes are placed, it simply reduces the number of biomes that there are to choose. Unless you are using something that controls terrain generation, they are going to be put randomly into the world, which is why you end up with swamps next to desert next to ice next to jungle. Our v4 will have a new terrain generator that will place biomes next to each other in a way that makes sense, taking into consideration things like temperature, height and humidity. We also hope to have transitional areas between biomes so that you don't go straight from one type of biome to another.
The FN crystal forest is something that while we are using the concept, we will be changing the trees. I would like them to still have their glow although perhaps more muted or have it so that it can be changed within the config as some people like it bright and some would rather have a glow. My goal is to have them more closely resemble crystal...rather than the blue leaves it currently has and maybe have them be "chopped" with a pick instead of an axe, since they are crystal after all.
Our wasteland has to be one of my least favorite biomes that we currently add. I find it very ugly and to me serves no purpose. Current plans are to either remove it altogether or change it so that it is more visually appealing and has more variety because cracked sand and pools of green water are not very interesting. It may be a wasteland but that doesn't mean it needs to be devoid of all life. Deserts are another thing I want to add things to...as in real life most deserts have a variety of plant life in them....be it many types of cactus or succulents or grasses and shrubs.
We currently add something like 29 biomes, which is one of the fewest of biome adding mods. Our team believes in quality rather than quantity so several of our current biomes are being removed in v4 and we will be adding new ones that will be more interesting. For example the current marsh biome looks nothing like a marsh and we add several redwood/fir biomes that are all almost identical. These will be removed. We hope to make a temperate rain forest that looks more like this then how it currently does. We will still have a swamp type biome and the marsh will probably become a bog...but we aren't going to add a bunch of swamp type biomes that basically look a like. We also dislike how so many biomes have nothing but one tree...like the birch or pine forest. We have already started changing that by adding another tree to the birch forest in our current version, but have plans to add even more variety in v4.
We will also be adding a hot springs type area although it will be more of a terrain feature (perhaps in a transitional are between the red rock biome and some other area) instead of being an entire biome. It would have features similar to what you might find in Yellowstone National Park, with geysers and mud pots and steam vents and hot springs that have the bacteria growing in them in vibrant colors like this image.
The reason BoP and EBXL seem so similar is because the creator of BoP use to be on the EBXL team. So actually BoP looks more like EBXL since we existed first.
We are well aware that we have work to do on our mod. It was basically dead for almost a year when we lost 2 lead coders one after the other due to having to much going on with their jobs. The updates we've made in the past month or two are just the beginning of what we have planned for v4.
How about making crystal forests an underground feature?
It would depend on how much we can do with caves with the new version. We would need to be able to make them have tall ceilings so that the "trees" would fit. The FN crystal forest also has huge "crystal" mushrooms that are way taller than the trees are currently.
Just wondering, how concerning is it that the next minecraft update is a "terrain generation" update? I can imagine if they revamp the system it might break a few of the current features and planned features quite a bit!
Just wondering, how concerning is it that the next minecraft update is a "terrain generation" update? I can imagine if they revamp the system it might break a few of the current features and planned features quite a bit!
We won't know exactly what it will do until we see a snapshot. I'm pretty sure it will break things or at the very least cause some hard terrain breaks/edges. It would also help to know when the estimated release date is so that we can try to work around it. To be honest, I'm more concerned with the fact that they are adding biomes, which will take ID's away from the current biome adding mods. As there are only a certain range and number of ID's available for biomes, I'm guessing most will have to redo the ID's of biomes, which will also cause issues.
I don't mind more stuff if only it is well balanced. Many mods add overpowered things and too many and complex crafting recipes. So very soon you are almost invincible (games becomes less challenging) and your chests overflow with unnecessary items (when you need like 10 things to craft together to get one final block).
What I miss in vanilla is more variety of building blocks and more places to explore (temples, ruins, dungeons etc.). I like Twilight Forest, it adds new plants, bosses, animals, blocks and it still feels like Minecraft. You just play it without a need of learning tons of new recipes and rules. EBXL is likewise, you just play it.
Underground biomes in EBXL? I am not sure.
Some kind of dungeons. Yes.
New ores. No. This means new recipes :/
New rock/stone types. Yes.
Blocks with new properties (slippery or quicksand or elastic or sticky) - yes. New light sources, like glowstone or glowing plants - yes, yes!
Blocks with different hitboxes (like japanese maple logs) - yes.
You may start a new topic with a poll and a link to this topic.
We don't plan on adding a lot of things that are not biome related and other than some crops that you can make food with, that would be the only "recipe" type things we are looking at, other than the normal ones to make planks or stairs...etc. We plan on adding caves as well as an ocean biome. We won't be adding tools or armor, but will be adding a lot more types of wood, stone and crystal that will be used to make blocks, stairs and basic items for building. We will also be adding a lot more trees, flowers, vines and bushes.
I doubt we will be adding dungeons as that would require adding mobs and we don't really want to get into that. We might add some ambient types of creatures, similar to the firefly in Twilight Forest, but that would be the only types of mobs we would want to add. We are looking into adding a NPC villager with his own house, specific to our mod, to the vanilla villages. We are also looking at seeing if we can make NPC villages out of materials from the biome where they are located.
We do have quicksand already, although we will probably change how it works a bit. We will be adding glow type blocks as well as plants and we have permission to use the code from the old phosphorus caves mod, which adds glowing things as well.
I love new ores, since I love to mine. I use metallurgy and there are a lot of ore adding mods so if we did I would want to add ores that aren't found in other mods. I can see us going either way on adding ores, but if we did, that doesn't mean you would be adding complicated recipes. If we did add them, they would only be used to make decorative blocks.
2013-08-30 03:50:11 [WARNING] [ForgeModLoader] Could not retrieve Forestry item identified by: biomass
2013-08-30 03:50:11 [SEVERE] [ExtrabiomesXL] The forestry API changed in reguards to fluids/liquids.
2013-08-30 03:50:11 [WARNING] [ForgeModLoader] Could not retrieve Forestry item identified by: biomass
2013-08-30 03:50:11 [SEVERE] [ExtrabiomesXL] The forestry API changed in reguards to fluids/liquids.
2013-08-30 03:50:11 [WARNING] [ForgeModLoader] Could not retrieve Forestry item identified by: biomass
2013-08-30 03:50:11 [SEVERE] [ExtrabiomesXL] The forestry API changed in reguards to fluids/liquids.
2013-08-30 03:50:11 [WARNING] [ForgeModLoader] Could not retrieve Forestry item identified by: biomass
2013-08-30 03:50:11 [SEVERE] [ExtrabiomesXL] The forestry API changed in reguards to fluids/liquids.
2013-08-30 03:50:11 [WARNING] [ForgeModLoader] Could not retrieve Forestry item identified by: biomass
2013-08-30 03:50:11 [SEVERE] [ExtrabiomesXL] The forestry API changed in reguards to fluids/liquids.
2013-08-30 03:50:11 [WARNING] [ForgeModLoader] Could not retrieve Forestry item identified by: biomass
2013-08-30 03:50:11 [SEVERE] [ExtrabiomesXL] The forestry API changed in reguards to fluids/liquids.
2013-08-30 03:50:11 [WARNING] [ForgeModLoader] Could not retrieve Forestry item identified by: biomass
MC1.5.2
Forestry-A-2.2.8.4.jar
ExtrabiomesXL-universal-1.5.2-3.14.1.jar
which versions of mods need to be compatible?
We won't know exactly what it will do until we see a snapshot. I'm pretty sure it will break things or at the very least cause some hard terrain breaks/edges. It would also help to know when the estimated release date is so that we can try to work around it. To be honest, I'm more concerned with the fact that they are adding biomes, which will take ID's away from the current biome adding mods. As there are only a certain range and number of ID's available for biomes, I'm guessing most will have to redo the ID's of biomes, which will also cause issues.
Can you actually get an idea from just the snapshots? Or would you have to wait for a release plus forge? I suppose forge is only really important for plugging in your content... I always wondered that haha. I am surprised the biome ID's are of concern though, are they that limited?
My main thought for compatibility was about how they are adding properties to biomes and sorting where and how they spawn. Just thinking if that is the case, either youd need to use their system or work around it somehow... Anyways, you are completely right, speculation is not too helpful on this stage until they release something for us to look at =)
2013-08-30 03:50:11 [WARNING] [ForgeModLoader] Could not retrieve Forestry item identified by: biomass
2013-08-30 03:50:11 [SEVERE] [ExtrabiomesXL] The forestry API changed in reguards to fluids/liquids.
2013-08-30 03:50:11 [WARNING] [ForgeModLoader] Could not retrieve Forestry item identified by: biomass
2013-08-30 03:50:11 [SEVERE] [ExtrabiomesXL] The forestry API changed in reguards to fluids/liquids.
2013-08-30 03:50:11 [WARNING] [ForgeModLoader] Could not retrieve Forestry item identified by: biomass
2013-08-30 03:50:11 [SEVERE] [ExtrabiomesXL] The forestry API changed in reguards to fluids/liquids.
2013-08-30 03:50:11 [WARNING] [ForgeModLoader] Could not retrieve Forestry item identified by: biomass
2013-08-30 03:50:11 [SEVERE] [ExtrabiomesXL] The forestry API changed in reguards to fluids/liquids.
2013-08-30 03:50:11 [WARNING] [ForgeModLoader] Could not retrieve Forestry item identified by: biomass
2013-08-30 03:50:11 [SEVERE] [ExtrabiomesXL] The forestry API changed in reguards to fluids/liquids.
2013-08-30 03:50:11 [WARNING] [ForgeModLoader] Could not retrieve Forestry item identified by: biomass
2013-08-30 03:50:11 [SEVERE] [ExtrabiomesXL] The forestry API changed in reguards to fluids/liquids.
2013-08-30 03:50:11 [WARNING] [ForgeModLoader] Could not retrieve Forestry item identified by: biomass
MC1.5.2
Forestry-A-2.2.8.4.jar
ExtrabiomesXL-universal-1.5.2-3.14.1.jar
which versions of mods need to be compatible?
I am not sure. The version of our mod should be compatible. I will ask Shecky to take a look and one of us will reply.
Can you actually get an idea from just the snapshots? Or would you have to wait for a release plus forge? I suppose forge is only really important for plugging in your content... I always wondered that haha. I am surprised the biome ID's are of concern though, are they that limited?
My main thought for compatibility was about how they are adding properties to biomes and sorting where and how they spawn. Just thinking if that is the case, either youd need to use their system or work around it somehow... Anyways, you are completely right, speculation is not too helpful on this stage until they release something for us to look at =)
Actually there are only about 256 ID's available for both vanilla and biome adding mods. If you are using multiple biome adding mods it takes away the numbers quickly depending on which ones you are using. EBXL currently uses 29 ID's and I think last time I counted, Highlands uses about 40 and BoP uses around 100. Many people use all 3 and even more...like Twilight Forest. If you add in the 23 currently taken up by vanilla, that doesn't leave many free ID's.
Mojang has said they are adding more biomes but they haven't yet said how many or if they have I've not seen the number. I am guessing that pretty much every biome adding mod will have to redo their ID's, since the new vanilla ones will take some of the ones already in use. The tweet that was sent out today said that 1.7 will break all things....so, yes, until we have more information to work with, it is hard to speculate.
Please consider adding different doors for each respective wood type. Minecraft is seriously lacking in that department with an iron and wooden door.
Yes, I'm aware other mods do that, but I don't want to use other mods just for the doors if I have EBXL running , with the new added trees, there could be many doors, normal doors, solid doors, windowed doors, etc.
I totally agree that it seems odd to have a house made out of something like our wood planks and then have to use vanilla doors which look really out of place. I'm not sure that we want to add doors or not out of our wood. We have talked about it, but haven't really made a decision. An option that you might consider the mod Carpenter Blocks. I have recently started using it and it is pretty awesome. You can "cover" your doors with pretty much anything including our planks.
This plus Natura = All the trees ever! Certainly more colors of wood for building stuff with.
Does anyone have a Faithful32x-style resource pack for ExtraBiomesXL textures? I like Faithful32, but the only thing for ExtrabiomesXL I found was for 1.5.2, and very out-of-date for Extrabiomes--didn't have any of the new trees.
This plus Natura = All the trees ever! Certainly more colors of wood for building stuff with.
Does anyone have a Faithful32x-style resource pack for ExtraBiomesXL textures? I like Faithful32, but the only thing for ExtrabiomesXL I found was for 1.5.2, and very out-of-date for Extrabiomes--didn't have any of the new trees.
There are only 2 that I know of that have been updated. They are Sphax BDCraft support by HanFox and vonDoomCraft by druha. If any others have updated they have not let me know. If you find any others that are or if anyone has updated any, please let me know and I will add the to our wiki.
About that sakura blossom tree... ouch, ouch, ouch. It looks great in your pictures but I'm getting the most godawful tree you've ever seen. It has pink leaves and the wood is a translucent blood red monstrosity that appears made of jelly.
I'm using 3.14.1 of this mod with Forge 844. (I changed to Forge 843 but still see the tree.) I have no other mod that changes the terrain, blocks, items, etc.
About that sakura blossom tree... ouch, ouch, ouch. It looks great in your pictures but I'm getting the most godawful tree you've ever seen. It has pink leaves and the wood is a translucent blood red monstrosity that appears made of jelly.
I'm using 3.14.1 of this mod with Forge 844. (I changed to Forge 843 but still see the tree.) I have no other mod that changes the terrain, blocks, items, etc.
Gasp!
I'm using Forge 828 and it looks correct. Your leaves also look like they have different colors than what they should. Are you using a texture pack? The shape of the tree looks odd as well. It should be a very similar shape to the Japanese Maple. Can you post your Forge log for us to take a look at please?
The flaw shows up on all my texture packs and even on default. I don't have many mods but I tested anyway by deleting one at a time anything that could remotely be affecting this; no luck. I don't know how to post a Forge log. Perhaps I should go back to an older Forge?
EDIT: Okay, I deleted EVERYTHING (all mods and all configs) except this one.... went back to Forge build 828 and still I get this bizarre tree.
EDIT: When I chop down the tree, I get a pile of very small blood red, gooey-looking logs.
I agree with you to a point. Some biomes added by biome adding mods do look very similar. However, in our v4 we are hoping to change that by adding multiple types of trees and plants instead of there being only one tree, so the it more closely resembles how it is in nature in the real world. I very much dislike biomes of nothing but one type of tree or plant, for example, a birch forest or jungle biome, where all you find are a birch trees or a jungle trees. What we are wanting to do is something that would look more like what our forested hills now looks like, with at least 3 or 4 types of trees in addition to vanilla oak and birch. We also want to add more variety of shapes and sizes to the trees like we have started to do with Shecky's tree generation. So instead of how many trees look currently in most mods (us included), where they look like vanilla oak trees with only a different texture and almost all the same size, they will have a wider variety of shapes and sizes like a real tree. We also want to add more plant life to each biome, not just flowers but different types of grasses, vines and bushes where appropriate.
While we hope to do some things with biome color, mainly in the grass/water areas, I don't see us changing sky color to much as that just isn't realistic in most cases. The sky is blue over head, it may be cloudy or change color at sunrise or sunset, but on the whole when you are in a swamp and look up...the sky is blue not some shade of green. Granted MC is not the real world, but EBXL tries to add things to nature that are more realistic rather than fantasy. That's not to say we won't add some fantasy biomes, but that isn't our main focus.
My understanding of biomes, as it was explained to me by Scott some time ago is this: All of the biomes go into a "pool" to be selected. They are randomly pulled out and used. Disabling specific biomes doesn't change how biomes are placed, it simply reduces the number of biomes that there are to choose. Unless you are using something that controls terrain generation, they are going to be put randomly into the world, which is why you end up with swamps next to desert next to ice next to jungle. Our v4 will have a new terrain generator that will place biomes next to each other in a way that makes sense, taking into consideration things like temperature, height and humidity. We also hope to have transitional areas between biomes so that you don't go straight from one type of biome to another.
The FN crystal forest is something that while we are using the concept, we will be changing the trees. I would like them to still have their glow although perhaps more muted or have it so that it can be changed within the config as some people like it bright and some would rather have a glow. My goal is to have them more closely resemble crystal...rather than the blue leaves it currently has and maybe have them be "chopped" with a pick instead of an axe, since they are crystal after all.
Our wasteland has to be one of my least favorite biomes that we currently add. I find it very ugly and to me serves no purpose. Current plans are to either remove it altogether or change it so that it is more visually appealing and has more variety because cracked sand and pools of green water are not very interesting. It may be a wasteland but that doesn't mean it needs to be devoid of all life. Deserts are another thing I want to add things to...as in real life most deserts have a variety of plant life in them....be it many types of cactus or succulents or grasses and shrubs.
We currently add something like 29 biomes, which is one of the fewest of biome adding mods. Our team believes in quality rather than quantity so several of our current biomes are being removed in v4 and we will be adding new ones that will be more interesting. For example the current marsh biome looks nothing like a marsh and we add several redwood/fir biomes that are all almost identical. These will be removed. We hope to make a temperate rain forest that looks more like this then how it currently does. We will still have a swamp type biome and the marsh will probably become a bog...but we aren't going to add a bunch of swamp type biomes that basically look a like. We also dislike how so many biomes have nothing but one tree...like the birch or pine forest. We have already started changing that by adding another tree to the birch forest in our current version, but have plans to add even more variety in v4.
We will also be adding a hot springs type area although it will be more of a terrain feature (perhaps in a transitional are between the red rock biome and some other area) instead of being an entire biome. It would have features similar to what you might find in Yellowstone National Park, with geysers and mud pots and steam vents and hot springs that have the bacteria growing in them in vibrant colors like this image.
We are glad that you are enjoying it. Even better things will be coming in v4. =)
Check out my Showcase on it!
Makes Minecraft world's worth exploring.
The reason BoP and EBXL seem so similar is because the creator of BoP use to be on the EBXL team. So actually BoP looks more like EBXL since we existed first.
We are well aware that we have work to do on our mod. It was basically dead for almost a year when we lost 2 lead coders one after the other due to having to much going on with their jobs. The updates we've made in the past month or two are just the beginning of what we have planned for v4.
Thanks for your support. =)
It would depend on how much we can do with caves with the new version. We would need to be able to make them have tall ceilings so that the "trees" would fit. The FN crystal forest also has huge "crystal" mushrooms that are way taller than the trees are currently.
We won't know exactly what it will do until we see a snapshot. I'm pretty sure it will break things or at the very least cause some hard terrain breaks/edges. It would also help to know when the estimated release date is so that we can try to work around it. To be honest, I'm more concerned with the fact that they are adding biomes, which will take ID's away from the current biome adding mods. As there are only a certain range and number of ID's available for biomes, I'm guessing most will have to redo the ID's of biomes, which will also cause issues.
We don't plan on adding a lot of things that are not biome related and other than some crops that you can make food with, that would be the only "recipe" type things we are looking at, other than the normal ones to make planks or stairs...etc. We plan on adding caves as well as an ocean biome. We won't be adding tools or armor, but will be adding a lot more types of wood, stone and crystal that will be used to make blocks, stairs and basic items for building. We will also be adding a lot more trees, flowers, vines and bushes.
I doubt we will be adding dungeons as that would require adding mobs and we don't really want to get into that. We might add some ambient types of creatures, similar to the firefly in Twilight Forest, but that would be the only types of mobs we would want to add. We are looking into adding a NPC villager with his own house, specific to our mod, to the vanilla villages. We are also looking at seeing if we can make NPC villages out of materials from the biome where they are located.
We do have quicksand already, although we will probably change how it works a bit. We will be adding glow type blocks as well as plants and we have permission to use the code from the old phosphorus caves mod, which adds glowing things as well.
I love new ores, since I love to mine. I use metallurgy and there are a lot of ore adding mods so if we did I would want to add ores that aren't found in other mods. I can see us going either way on adding ores, but if we did, that doesn't mean you would be adding complicated recipes. If we did add them, they would only be used to make decorative blocks.
MC1.5.2
Forestry-A-2.2.8.4.jar
ExtrabiomesXL-universal-1.5.2-3.14.1.jar
which versions of mods need to be compatible?
Sorry for bad English
Can you actually get an idea from just the snapshots? Or would you have to wait for a release plus forge? I suppose forge is only really important for plugging in your content... I always wondered that haha. I am surprised the biome ID's are of concern though, are they that limited?
My main thought for compatibility was about how they are adding properties to biomes and sorting where and how they spawn. Just thinking if that is the case, either youd need to use their system or work around it somehow... Anyways, you are completely right, speculation is not too helpful on this stage until they release something for us to look at =)
I am not sure. The version of our mod should be compatible. I will ask Shecky to take a look and one of us will reply.
Actually there are only about 256 ID's available for both vanilla and biome adding mods. If you are using multiple biome adding mods it takes away the numbers quickly depending on which ones you are using. EBXL currently uses 29 ID's and I think last time I counted, Highlands uses about 40 and BoP uses around 100. Many people use all 3 and even more...like Twilight Forest. If you add in the 23 currently taken up by vanilla, that doesn't leave many free ID's.
Mojang has said they are adding more biomes but they haven't yet said how many or if they have I've not seen the number. I am guessing that pretty much every biome adding mod will have to redo their ID's, since the new vanilla ones will take some of the ones already in use. The tweet that was sent out today said that 1.7 will break all things....so, yes, until we have more information to work with, it is hard to speculate.
I totally agree that it seems odd to have a house made out of something like our wood planks and then have to use vanilla doors which look really out of place. I'm not sure that we want to add doors or not out of our wood. We have talked about it, but haven't really made a decision. An option that you might consider the mod Carpenter Blocks. I have recently started using it and it is pretty awesome. You can "cover" your doors with pretty much anything including our planks.
Does anyone have a Faithful32x-style resource pack for ExtraBiomesXL textures? I like Faithful32, but the only thing for ExtrabiomesXL I found was for 1.5.2, and very out-of-date for Extrabiomes--didn't have any of the new trees.
--<@ My collection of Actually Somewhat Useful Minecraft Modding Links @>--
My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
There are only 2 that I know of that have been updated. They are Sphax BDCraft support by HanFox and vonDoomCraft by druha. If any others have updated they have not let me know. If you find any others that are or if anyone has updated any, please let me know and I will add the to our wiki.
I'm using 3.14.1 of this mod with Forge 844. (I changed to Forge 843 but still see the tree.) I have no other mod that changes the terrain, blocks, items, etc.
Gasp!
I'm using Forge 828 and it looks correct. Your leaves also look like they have different colors than what they should. Are you using a texture pack? The shape of the tree looks odd as well. It should be a very similar shape to the Japanese Maple. Can you post your Forge log for us to take a look at please?
EDIT: Okay, I deleted EVERYTHING (all mods and all configs) except this one.... went back to Forge build 828 and still I get this bizarre tree.
EDIT: When I chop down the tree, I get a pile of very small blood red, gooey-looking logs.