Is it configurable enough for me to disable generation of certain biomes?
EDIT: Yes, yes it is.
Here, have a bug! So, I had my (custom) world decided to make a machinima using this and custom npcs.
Then it crashed. I am trying to fix it.
Those are nice Pics Epid. Do you get pretty good world render(just wondered if you know a fix)? Also like the customized John Smith!
Not really sure what you mean by world render. The speed at which everything loads around me? With optifine's dynamic updates its lightning fast when I stand still especially if I enter the options menu. I worked hard on that john smith, lots of it is from back in the 1.2.5 days.
Is it configurable enough for me to disable generation of certain biomes?
EDIT: Yes, yes it is.
Here, have a bug! So, I had my (custom) world decided to make a machinima using this and custom npcs.
Then it crashed. I am trying to fix it.
Please give me a crash report so I can see what's wrong.
Not really sure what you mean by world render. The speed at which everything loads around me? With optifine's dynamic updates its lightning fast when I stand still especially if I enter the options menu. I worked hard on that john smith, lots of it is from back in the 1.2.5 days.
In Optifine, dynamic updates work very well when you're standing still, and for when you're moving, try setting preload chunks to the highest setting (128 blocks I think).
I'm running into a weird issue with the Sahel biome. when i first downloaded the update it would spawn with sparce patches of grass. since the patch update it only spawns with the bushes and sand. I also have not been able to find any redwood biomes anymore. ive looked for about an hour but I couldn't call that conclusive yet. just wondering if anyone else has had these issues. highlands is the only biome mod I'm using btw except for underground biomes but that doesn't really add new biomes I don't believe.
I'm running into a weird issue with the Sahel biome. when i first downloaded the update it would spawn with sparce patches of grass. since the patch update it only spawns with the bushes and sand. I also have not been able to find any redwood biomes anymore. ive looked for about an hour but I couldn't call that conclusive yet. just wondering if anyone else has had these issues. highlands is the only biome mod I'm using btw except for underground biomes but that doesn't really add new biomes I don't believe.
I just checked- I forgot to change something in my settings reader regarding the name change of Sequoia Grove to Redwood Forest, and in the setting that disables ore gen, I forgot that it also would disable the Sahel dirt and Badlands stone (since these use the same generator as the ores). It was a quick fix and I have a patch out now.
Also, by popular demand, Flying Mountains now has mobs (with MobModCompatibility enabled it copies Jungle's spawn lists, and without, it has default hostiles and no animals) and all biomes have Ocean's water creatures with MobModCompatibility enabled.
This mod is fantastic, and its been working great up until the new ocean update. I'm almost positive the problem is on my end but I'm having a hard time fixing it. I've installed forge and placed the .zip in the mods file, but minecraft doesn't detect the mod or list it when I turn the game on. Any suggestions?
EDIT: I was using ver. 1.2.1 but 1.2.2 seems to fix my problem! Thanks again for making such an awesome improvement!
does this mod still generate Vanilla Minecraft structures? i.e: Strongholds, Villages, Nether Forts etc. Thanks for this amazing biome mod (personally i like this mod better than the Extra Biomes mod)
does this mod still generate Vanilla Minecraft structures? i.e: Strongholds, Villages, Nether Forts etc. Thanks for this amazing biome mod (personally i like this mod better than the Extra Biomes mod)
Yes! Villages spawn in some Highlands biomes and strongholds and mineshafts spawn in all biomes. You can still find desert and jungle temples in deserts and jungles. Highlands doesn't change anything in the Nether.
This is an amazing concept! I love the sunrises and the special effects you used.
Yes! Villages spawn in some Highlands biomes and strongholds and mineshafts spawn in all biomes. You can still find desert and jungle temples in deserts and jungles. Highlands doesn't change anything in the Nether.
thanks now i could look forward to my personal modpack
Thanks for this great Mod its so wonderful!
I have one question.
I installed Mo Creatures but the Mobs doesnt spawn. Where must i allowe that?
Sorry for my bad english
Greetings,Sandra
You have to change "MobModCompatibility" to true. It's near the bottom of the settings.
starting over with minecraft and wanting to get all the mods i wanna use ready. so far imma get sonic ether, sphax texture, buildcraft and industrial craft, mo creatures. as for biomes i installed plenty of biomes so far..i started looking for more because it was too random...like it would just be like 1 sec snow, 1 sec desert, 1 jungle, and so forth...like back to back...no gradual like change...was too weird for me. anyways do you think ur biome texture pack will be better as far as that goes. also would i be able to mine the objects for build and industrial craft. more than likely imma DL it and experiment but would like to know ur full experiences with this stuff...thanks
So I'm trying to use Highlands mod with Underground Biomes mod, and it's only partially replacing the vanilla stone with the Underground Biomes stone. I was wondering if you know what's occuring here. In some Biomes it fully replaces the stone, in others in only partial replaces. Please help, because honestly I'm liking the generation of Highlands a lot more than ExtraBiomesXL and would like to replace ExtraBiomes with Highlands completely
Edit: From what I was reading on the Underground Biomes mod's thread, Highlands is for some reason refusing to allow vanilla stone to be replaced with the other cobblestone generating stone blocks from Underground Biomes, the non-cobblestone creating blocks created by Underground Biomes are spawning when the oregen option is turned to false, but the majority of the mod is being blocked by Highlands. I hope that helps in figuring out this incompatibility.
just a quick bug i had while generating my highlands world (not sure if it relates to this mod specifically but the bug happened while trying to generate water at y=7 i think)
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Exception while updating neighbours
A full error report has been saved to C:\Users\Damen\AppData\Roaming\.minecraft\crash-reports\crash-2013-03-07_22.10.58-server.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT de4ad271 --------
Full report at:
C:\Users\Damen\AppData\Roaming\.minecraft\crash-reports\crash-2013-03-07_22.10.58-server.txt
Please show that file to Mojang, NOT just this screen!
Generated 3/7/13 10:11 PM
-- Head --
Stacktrace:
at java.util.HashMap.resize(Unknown Source)
at java.util.HashMap.addEntry(Unknown Source)
at java.util.HashMap.put(Unknown Source)
at java.util.HashSet.add(Unknown Source)
at NextTickHashSet.add(NextTickHashSet.java:74)
at in.a(WorldServer.java:474)
-- Block being updated --
Details:
Source block type: ID #9 (tile.water // akz)
Block type: ID #9 (tile.water // akz)
Block data value: 0 / 0x0 / 0b0000
Block location: World: (-4221,7,-3277), Chunk: (at 3,0,3 in -264,-205; contains blocks -4224,0,-3280 to -4209,255,-3265), Region: (-9,-7; contains chunks -288,-224 to -257,-193, blocks -4608,0,-3584 to -4097,255,-3073)
Stacktrace:
at yc.m(World.java:824)
at yc.h(World.java:801)
at yc.f(World.java:741)
at yc.d(World.java:715)
at sdj64.highlands.gen.WorldGenUnderground2.a(WorldGenUnderground2.java:82)
at sdj64.highlands.HighlandsMain.genOreHighlands(HighlandsMain.java:311)
at sdj64.highlands.biome.BiomeGenArchipelago.a(BiomeGenArchipelago.java:52)
at abb.a(ChunkProviderGenerate.java:577)
at im.a(ChunkProviderServer.java:258)
at zz.a(Chunk.java:1248)
at im.c(ChunkProviderServer.java:153)
at il.<init>(PlayerInstance.java:47)
at ik.getOrCreateChunkWatcher(PlayerManager.java:167)
at ik.d(PlayerManager.java:338)
at gm.d(ServerConfigurationManager.java:220)
at iv.a(NetServerHandler.java:410)
at eb.a(SourceFile:136)
at cf.b(MemoryConnection.java:80)
at iv.d(NetServerHandler.java:136)
at iw.b(NetworkListenThread.java:57)
at bec.b(IntegratedServerListenThread.java:108)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:703)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
at bdz.q(IntegratedServer.java:170)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
java.lang.OutOfMemoryError: Java heap space
at java.util.HashMap.resize(Unknown Source)
at java.util.HashMap.addEntry(Unknown Source)
at java.util.HashMap.put(Unknown Source)
at java.util.HashSet.add(Unknown Source)
at NextTickHashSet.add(NextTickHashSet.java:74)
at in.a(WorldServer.java:474)
at in.a(WorldServer.java:435)
at aky.g(SourceFile:236)
at zz.a(Chunk.java:768)
at yc.a(World.java:551)
at yc.c(World.java:529)
at akz.l(SourceFile:32)
at akz.a(SourceFile:25)
at yc.m(World.java:819)
at yc.h(World.java:801)
at yc.f(World.java:741)
at yc.d(World.java:715)
at sdj64.highlands.gen.WorldGenUnderground2.a(WorldGenUnderground2.java:82)
at sdj64.highlands.HighlandsMain.genOreHighlands(HighlandsMain.java:311)
at sdj64.highlands.biome.BiomeGenArchipelago.a(BiomeGenArchipelago.java:52)
at abb.a(ChunkProviderGenerate.java:577)
at im.a(ChunkProviderServer.java:258)
at zz.a(Chunk.java:1248)
at im.c(ChunkProviderServer.java:153)
at il.<init>(PlayerInstance.java:47)
at ik.getOrCreateChunkWatcher(PlayerManager.java:167)
at ik.d(PlayerManager.java:338)
at gm.d(ServerConfigurationManager.java:220)
at iv.a(NetServerHandler.java:410)
at eb.a(SourceFile:136)
at cf.b(MemoryConnection.java:80)
at iv.d(NetServerHandler.java:136)
--- END ERROR REPORT 3b0e0d64 ----------
Interesting mod. Strikes a nice balance between pure terrain generator mods like Better World Generation and biome mods that add piles of new blocks like Extra Biomes XL.
I do have some minor feedback from the hour or so I spent with it yesterday, though:
- Vanilla biomes don't seem to have their generation altered at all, so it can be kind of jarring to be going from a Highlands meadow biome into a vanilla plains biome, and with the vanilla forest biome still being active, it seems like "TOO MANY FORESTS" is a distinct possibility. Also, the mod biomes being such more more varied and interesting makes the vanilla biomes look even more plain than they already were.
- I haven't found an ocean biome to compare to, but it seems like other bodies of water generated in biomes (at least in the plains and forest biomes I was flying through) are still that weird, ugly dirt-sand blob in vanilla generation.
- Outback biomes are kind of ugly. I know the intent is for an arid biome with sand and grass together, but the random "block here, block there" format just looks ugly. Maybe you could have small, frequent islands of grass on top of a layer of sand, or interspersed with the sand instead? Or maybe try and have the sand and grass generate in large, wavy lines instead of sporadically like it does now.
EDIT: Yes, yes it is.
Here, have a bug! So, I had my (custom) world decided to make a machinima using this and custom npcs.
Then it crashed. I am trying to fix it.
Not really sure what you mean by world render. The speed at which everything loads around me? With optifine's dynamic updates its lightning fast when I stand still especially if I enter the options menu. I worked hard on that john smith, lots of it is from back in the 1.2.5 days.
If you're not adding custom blocks, I suppose that means we won't be seeing any coral reefs in the ocean biomes?
Please give me a crash report so I can see what's wrong.
In Optifine, dynamic updates work very well when you're standing still, and for when you're moving, try setting preload chunks to the highest setting (128 blocks I think).
I thought about doing this... I still might include them in the future, with sponge blocks and possibly the occasional sunken ship with treasure.
I just checked- I forgot to change something in my settings reader regarding the name change of Sequoia Grove to Redwood Forest, and in the setting that disables ore gen, I forgot that it also would disable the Sahel dirt and Badlands stone (since these use the same generator as the ores). It was a quick fix and I have a patch out now.
Also, by popular demand, Flying Mountains now has mobs (with MobModCompatibility enabled it copies Jungle's spawn lists, and without, it has default hostiles and no animals) and all biomes have Ocean's water creatures with MobModCompatibility enabled.
Yes. you can find what biomes have what resources in the "description" tab in the OP.
I make a video with your mod!
EDIT: I was using ver. 1.2.1 but 1.2.2 seems to fix my problem! Thanks again for making such an awesome improvement!
This is an amazing concept! I love the sunrises and the special effects you used.
Yes! Villages spawn in some Highlands biomes and strongholds and mineshafts spawn in all biomes. You can still find desert and jungle temples in deserts and jungles. Highlands doesn't change anything in the Nether.
You have to change "MobModCompatibility" to true. It's near the bottom of the settings.
Edit: From what I was reading on the Underground Biomes mod's thread, Highlands is for some reason refusing to allow vanilla stone to be replaced with the other cobblestone generating stone blocks from Underground Biomes, the non-cobblestone creating blocks created by Underground Biomes are spawning when the oregen option is turned to false, but the majority of the mod is being blocked by Highlands. I hope that helps in figuring out this incompatibility.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Exception while updating neighbours
A full error report has been saved to C:\Users\Damen\AppData\Roaming\.minecraft\crash-reports\crash-2013-03-07_22.10.58-server.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT de4ad271 --------
Full report at:
C:\Users\Damen\AppData\Roaming\.minecraft\crash-reports\crash-2013-03-07_22.10.58-server.txt
Please show that file to Mojang, NOT just this screen!
Generated 3/7/13 10:11 PM
-- Head --
Stacktrace:
at java.util.HashMap.resize(Unknown Source)
at java.util.HashMap.addEntry(Unknown Source)
at java.util.HashMap.put(Unknown Source)
at java.util.HashSet.add(Unknown Source)
at NextTickHashSet.add(NextTickHashSet.java:74)
at in.a(WorldServer.java:474)
-- Block being updated --
Details:
Source block type: ID #9 (tile.water // akz)
Block type: ID #9 (tile.water // akz)
Block data value: 0 / 0x0 / 0b0000
Block location: World: (-4221,7,-3277), Chunk: (at 3,0,3 in -264,-205; contains blocks -4224,0,-3280 to -4209,255,-3265), Region: (-9,-7; contains chunks -288,-224 to -257,-193, blocks -4608,0,-3584 to -4097,255,-3073)
Stacktrace:
at yc.m(World.java:824)
at yc.h(World.java:801)
at yc.f(World.java:741)
at yc.d(World.java:715)
at sdj64.highlands.gen.WorldGenUnderground2.a(WorldGenUnderground2.java:82)
at sdj64.highlands.HighlandsMain.genOreHighlands(HighlandsMain.java:311)
at sdj64.highlands.biome.BiomeGenArchipelago.a(BiomeGenArchipelago.java:52)
at abb.a(ChunkProviderGenerate.java:577)
at im.a(ChunkProviderServer.java:258)
at zz.a(Chunk.java:1248)
at im.c(ChunkProviderServer.java:153)
at il.<init>(PlayerInstance.java:47)
at ik.getOrCreateChunkWatcher(PlayerManager.java:167)
at ik.d(PlayerManager.java:338)
at gm.d(ServerConfigurationManager.java:220)
at iv.a(NetServerHandler.java:410)
at eb.a(SourceFile:136)
at cf.b(MemoryConnection.java:80)
at iv.d(NetServerHandler.java:136)
at iw.b(NetworkListenThread.java:57)
at bec.b(IntegratedServerListenThread.java:108)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:703)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
at bdz.q(IntegratedServer.java:170)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_17, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 119275536 bytes (113 MB) / 954466304 bytes (910 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 8472 (474432 bytes; 0 MB) allocated, 7508 (420448 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 71
FML: MCP v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 Optifine OptiFine_1.4.6_HD_U_D5 19 mods loaded, 19 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_ReiMinimap [mod_ReiMinimap] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_Timber [Timber!] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_TooManyItems [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MapWriter [MapWriter] (mapwriter-1.3.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
HarkenScythe_Core [HarkenScythe] (1.4.7HarkenScythe_v1.1.5Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ChickenShed [Chicken Shed] ([1.4.6] ChickenShed.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Backpack [Backpack] (backpack-latest.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BiblioCraft [BiblioCraft] (BiblioCraft[v1.1.0].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Crystalite [Crystalite Mod] (Crystalite v2.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
enhancedportals [Enhanced Portals] (EnhancedPortals_1.4.6_1.4.7_[1.4-2].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Highlands [Highlands] (Highlands1.2.1-MC1.4.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_Gibbing [mod_Gibbing] (MobAmputation1.4.6v1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MoreExplosives [More Explosives Mod] (MoreExplosivesModRelease3.1forMC1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Primitive Mobs [Primitive Mobs mod] (PrimitiveMobsv1.3.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
SwordPedestal [Sword Pedestal] (SwordPedestal - 1.1.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
weaponmod [Balkon's WeaponMod] (WeaponMod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 4653 (260568 bytes; 0 MB) allocated, 2109 (118104 bytes; 0 MB) used
Player Count: ~~ERROR~~ OutOfMemoryError: GC overhead limit exceeded
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'forge,fml'
java.lang.OutOfMemoryError: Java heap space
at java.util.HashMap.resize(Unknown Source)
at java.util.HashMap.addEntry(Unknown Source)
at java.util.HashMap.put(Unknown Source)
at java.util.HashSet.add(Unknown Source)
at NextTickHashSet.add(NextTickHashSet.java:74)
at in.a(WorldServer.java:474)
at in.a(WorldServer.java:435)
at aky.g(SourceFile:236)
at zz.a(Chunk.java:768)
at yc.a(World.java:551)
at yc.c(World.java:529)
at akz.l(SourceFile:32)
at akz.a(SourceFile:25)
at yc.m(World.java:819)
at yc.h(World.java:801)
at yc.f(World.java:741)
at yc.d(World.java:715)
at sdj64.highlands.gen.WorldGenUnderground2.a(WorldGenUnderground2.java:82)
at sdj64.highlands.HighlandsMain.genOreHighlands(HighlandsMain.java:311)
at sdj64.highlands.biome.BiomeGenArchipelago.a(BiomeGenArchipelago.java:52)
at abb.a(ChunkProviderGenerate.java:577)
at im.a(ChunkProviderServer.java:258)
at zz.a(Chunk.java:1248)
at im.c(ChunkProviderServer.java:153)
at il.<init>(PlayerInstance.java:47)
at ik.getOrCreateChunkWatcher(PlayerManager.java:167)
at ik.d(PlayerManager.java:338)
at gm.d(ServerConfigurationManager.java:220)
at iv.a(NetServerHandler.java:410)
at eb.a(SourceFile:136)
at cf.b(MemoryConnection.java:80)
at iv.d(NetServerHandler.java:136)
--- END ERROR REPORT 3b0e0d64 ----------
I do have some minor feedback from the hour or so I spent with it yesterday, though:
- Vanilla biomes don't seem to have their generation altered at all, so it can be kind of jarring to be going from a Highlands meadow biome into a vanilla plains biome, and with the vanilla forest biome still being active, it seems like "TOO MANY FORESTS" is a distinct possibility. Also, the mod biomes being such more more varied and interesting makes the vanilla biomes look even more plain than they already were.
- I haven't found an ocean biome to compare to, but it seems like other bodies of water generated in biomes (at least in the plains and forest biomes I was flying through) are still that weird, ugly dirt-sand blob in vanilla generation.
- Outback biomes are kind of ugly. I know the intent is for an arid biome with sand and grass together, but the random "block here, block there" format just looks ugly. Maybe you could have small, frequent islands of grass on top of a layer of sand, or interspersed with the sand instead? Or maybe try and have the sand and grass generate in large, wavy lines instead of sporadically like it does now.