You're gonna want to alter the config and disable vanilla biomes so you can generate pure highlands worlds. Also if the only bodies of water you've found are vanilla then you must have generated a bad seed. I dont think they go especially deep other than in flying mountains and woodland mountains biomes which I come across often. You are so wrong about the outback, it looks awesome. I wouldnt change a thing.
You're gonna want to alter the config and disable vanilla biomes so you can generate pure highlands worlds. Also if the only bodies of water you've found are vanilla then you must have generated a bad seed. I dont think they go especially deep other than in flying mountains and woodland mountains biomes which I come across often. You are so wrong about the outback, it looks awesome. I wouldnt change a thing.
Ahh, right, there's the settings for vanilla biomes. I believe I saw people saying structures generate in the new custom biomes, so I guess I'm set!
Side note, the ugly "splotchy" sand/dirt underwater mix still seems to be present in custom biomes:
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 ----------
other than this occasional bug i love this mod
I had no idea that this was an issue. I have never had this bug. You are right about the water, Highlands does have water in some biomes generate like ore underground. If the bug is too frequent, you can disable custom ore spawning in the settings. I will change it next update so the minimum height for water is higher, like around 16?
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.
As Epidemia said, you have the option to disable any vanilla biomes you want. Also, to clear up the misconceptions, only the improved ocean biome has a full sand bottom. Bodies of water in other biomes are still dirt-clay-sand mix. There are no vanilla oceans in Highlands but there are vanilla rivers. As for outback, you can disable it if you don't like it but other people seem to like it so I'm not going to change it. Look for a Sahel biome if you want larger islands of dirt and sand.
Is it possible to disable the sand bottom for the oceans? It looks nicer, yes, but oceans and swamps are the only reasonable sources of clay (At least without EE3, IC2, or Harvestcraft), with oceans providing the majority of it. Could that be added to the config?
The Meaning of Life, the Universe, and Everything.
Join Date:
2/18/2013
Posts:
53
Member Details
Wondering if this is an issue with my setup or a very slight and minor conflict with Twilight Forest, but I'm using Highlands, Twilight Forest, and Mob Spawn Controls in tandem and it seems that Twilight Forest has a "highlands" biome named identically. What I'm seeing is that the Twilight Forest "highlands" shows up in my Mob Spawn Controls config, but the settings from it don't apply to the "highlands" generated in the overworld by Highlands itself. I'm just getting lots of pigs/cows/chickens via the defaults that would be applied by MSC. In short I've got "highlands" in Twilight Forest with its own mobs, but "highlands" in the overworld with mobs I didn't put into the config at all.
Aside from that, everything is playing nicely together given that I also have IC2, SimpleOres and CustomOreGen all running together on my server. Very cool to have the varied biomes with unique mobs per MSC, and different ore gen nuances with COG!
Wondering if this is an issue with my setup or a very slight and minor conflict with Twilight Forest, but I'm using Highlands, Twilight Forest, and Mob Spawn Controls in tandem and it seems that Twilight Forest has a "highlands" biome named identically. What I'm seeing is that the Twilight Forest "highlands" shows up in my Mob Spawn Controls config, but the settings from it don't apply to the "highlands" generated in the overworld by Highlands itself. I'm just getting lots of pigs/cows/chickens via the defaults that would be applied by MSC. In short I've got "highlands" in Twilight Forest with its own mobs, but "highlands" in the overworld with mobs I didn't put into the config at all.
Aside from that, everything is playing nicely together given that I also have IC2, SimpleOres and CustomOreGen all running together on my server. Very cool to have the varied biomes with unique mobs per MSC, and different ore gen nuances with COG!
You should share your config files with everyone, sounds very fun. You are probably going to have to wait until the next version of MSC to fix that same-name biome issue though.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/18/2013
Posts:
53
Member Details
That's kind of what I figured, but it's not a huge deal. I suppose one biome out of all of them having completely vanilla spawns won't hurt too much!
Still experimenting, but making headway on stretching out the amount of uptime it takes before mobs stop spawning due to things not despawning. Once I have the bulk of the animals and mobs in, maybe after re-adding Primitive Mobs, I'll post up a config. I actually swiped the Wild Deer from Twilight Forest and put them in place of cows, with Mo'Creatures ducks replacing chickens (though not as effective because they don't seem to drop food) and of course boars replacing pigs. The lack of beef is cramping my HarvestCraft bacon cheeseburger addiction, though!
I really like this mod, however I am using the Underground Biomes mod as well.
And honestly, all I see on your biomes are the same old dull stone and not the many colorful layers the other one adds.
Any chance of adding a compitability patch in the (hopefully) near future?
I actually already talked to ExterminatorJeff about compatibility and I should have a patch update for Underground Biomes this weekend!
Hello all-
I have finished the fix for Underground Biomes. Highlands and UB should be fully compatible now. For Highlands 1.2.3 the changes are an improvement to the biome decorator, that adds UB compatibility, more melons in Tropics (and now in Tropical Islands as well) and more pumpkins in Autumn Forest (and now also in Bog). Also reduced the amount of trees in Lowlands. This update is still for Minecraft 1.4.7.
Woodland Mountains with Underground Biomes installed:
on an unrelated note, -5440624109169296492 is a great survival seed (with all settings default). It spawns you in a pinelands with a village on your front door, and Flying Mountains in the distance.
When can we expect a 1.5 release? I really like this biomes mod more than the others, the tree generation just feels more real than EBXL/BoP/FN.. Though I do miss having special wood blocks for each tree. Do you think you'll ever add your own wood types like the other mods? Maybe even other types of flora? I really think your world generation really has potential to rival other biome gen mods and give them a run for their money. Healthy competition is good for growth after all.
Hello sdj64,
I have tried to use your amazing mod with DivineRPG; and, thus far, every time I try to install it into the game and run it, it says that DivineRPG (and I quote) ">Pre-Initialized>Errored" (I can't remember the entire line). So, my question is this: what do you do with a mod that adds both new mobs AND new ores? Thank you for your time!
NOTCH!
Hello sdj64,
I have tried to use your amazing mod with DivineRPG; and, thus far, every time I try to install it into the game and run it, it says that DivineRPG (and I quote) ">Pre-Initialized>Errored" (I can't remember the entire line). So, my question is this: what do you do with a mod that adds both new mobs AND new ores? Thank you for your time!
NOTCH!
Also, I use 1.4.7, not 1.5 (sorry if you're making a 1.5 version that fixes that problem!)
Fantastic mod! I have a couple question about the configs... I see that BiomeSize can be edited, but how does this work if if Highlands biomes are set to spawn in default world types? If I make this number smaller, will vanilla biomes (and other mods' biomes) be affected when creating a default world, or will it only affect the Highlands biomes themselves?
When can we expect a 1.5 release? I really like this biomes mod more than the others, the tree generation just feels more real than EBXL/BoP/FN.. Though I do miss having special wood blocks for each tree. Do you think you'll ever add your own wood types like the other mods? Maybe even other types of flora? I really think your world generation really has potential to rival other biome gen mods and give them a run for their money. Healthy competition is good for growth after all.
I am thinking about more blocks (woods, plants, leaves, etc) for the 1.5 release. This will all be a config option, of course. Many people prefer Highlands because it adds no new blocks in world gen. For this reason as well as the many changes of 1.5 you can expect it later rather than sooner, sorry. I might try to just update what I have to 1.5 then add new content later.
Hello sdj64,
I have tried to use your amazing mod with DivineRPG; and, thus far, every time I try to install it into the game and run it, it says that DivineRPG (and I quote) ">Pre-Initialized>Errored" (I can't remember the entire line). So, my question is this: what do you do with a mod that adds both new mobs AND new ores? Thank you for your time!
NOTCH!
Also, I use 1.4.7, not 1.5 (sorry if you're making a 1.5 version that fixes that problem!)
This version does use 1.4.7 not 1.5. I think between Highlands and DivineRPG there is a block ID conflict. Look in DivineRPG to see what block ID's it uses, then change the Highlands saplings to not use those ID's.
Fantastic mod! I have a couple question about the configs... I see that BiomeSize can be edited, but how does this work if if Highlands biomes are set to spawn in default world types? If I make this number smaller, will vanilla biomes (and other mods' biomes) be affected when creating a default world, or will it only affect the Highlands biomes themselves?
Thanks, and keep up the great work!
BiomeSize affects all biomes but only works with Highlands and Highlands LB worlds.
I actually use this mod alongside underground biomes, ebxl and fn (since about a month ago when i got a new laptop, previously it was just ebxl) but can't remember seeing one of the unique biomes from this mod yet (I've probably been in some of the biomes that both this and ebxl have though). At one point I also was using BoP alongside this and the others but that pretty much wiped out any chance of seeing biomes from mods except BoP. Hope I do eventually find at least one of your unique biomes, I especially like the idea of flying mountains!
If you're using a default world, make sure you change "Use Highlands Biomes in Default Worlds" to true in the settings. Without it you will not get any biomes.
spent quite a bit of time flying around and did not spot a single village...since several mods like forestry, mystcraft and thaumcraft add vilagers that can make some interesting trades, any progress on trying to fix this?
Also, forestry does not seem to be able to place any bee hives in the highlands biomes ... is there any workaround?
Sorry if this has been asked before but I could not find it...what is the difference between a highlands world and the generation of highlands biomes on a default world?
Thanks!
Villages do spawn in Highlands biomes (almost all of the flat, non-watery, and non-jungly biomes as well as vanilla Forest, Taiga, and Jungle in Highlands worlds). I know that Thaumcraft has an API for fixing compatibility with biome mods, I'll look into that. I tried to find something similar for Forestry but I can't seem to find anything.
The main difference between Highlands worlds and Highlands in default worlds is that Highlands worlds can disable the vanilla biomes if you want to. Default worlds was mainly included for compatibility with other biome-adding mods and others that require default worlds for their world gen. If you make a Highlands world, you won't get any biomes from Biomes O' Plenty, for example, but with a default world you can (BoP has the same kind of compatibility setting since it also adds world types).
I can't give a definite time for 1.5. I will be less busy next week so I will be able to work on it then.
Let’s play good guys against bad guys… Yes. Let’s play that. Are you ready? You’re the bad guy. And when you’re bad, you just run. That’s fine right? Well… Shall we play?
That looks really good! I can't wait for it Well I can.. I mean I'm waiting for Thaumcraft.. and I have this feeling that mod won't be ready for at least halfway through April ;A;
So I'm assuming due to the new woods and stuff, if you have it enabled, there won't be the recipes for the saplings anymore? (and if disabled it reenables the recipes?)
Ahh, right, there's the settings for vanilla biomes. I believe I saw people saying structures generate in the new custom biomes, so I guess I'm set!
Side note, the ugly "splotchy" sand/dirt underwater mix still seems to be present in custom biomes:
That's from a Tropical Islands biome.
I had no idea that this was an issue. I have never had this bug. You are right about the water, Highlands does have water in some biomes generate like ore underground. If the bug is too frequent, you can disable custom ore spawning in the settings. I will change it next update so the minimum height for water is higher, like around 16?
As Epidemia said, you have the option to disable any vanilla biomes you want. Also, to clear up the misconceptions, only the improved ocean biome has a full sand bottom. Bodies of water in other biomes are still dirt-clay-sand mix. There are no vanilla oceans in Highlands but there are vanilla rivers. As for outback, you can disable it if you don't like it but other people seem to like it so I'm not going to change it. Look for a Sahel biome if you want larger islands of dirt and sand.
Would you like a banner for it? PM me if you need it.
Aside from that, everything is playing nicely together given that I also have IC2, SimpleOres and CustomOreGen all running together on my server. Very cool to have the varied biomes with unique mobs per MSC, and different ore gen nuances with COG!
You should share your config files with everyone, sounds very fun. You are probably going to have to wait until the next version of MSC to fix that same-name biome issue though.
Still experimenting, but making headway on stretching out the amount of uptime it takes before mobs stop spawning due to things not despawning. Once I have the bulk of the animals and mobs in, maybe after re-adding Primitive Mobs, I'll post up a config. I actually swiped the Wild Deer from Twilight Forest and put them in place of cows, with Mo'Creatures ducks replacing chickens (though not as effective because they don't seem to drop food) and of course boars replacing pigs. The lack of beef is cramping my HarvestCraft bacon cheeseburger addiction, though!
I actually already talked to ExterminatorJeff about compatibility and I should have a patch update for Underground Biomes this weekend!
I have finished the fix for Underground Biomes. Highlands and UB should be fully compatible now. For Highlands 1.2.3 the changes are an improvement to the biome decorator, that adds UB compatibility, more melons in Tropics (and now in Tropical Islands as well) and more pumpkins in Autumn Forest (and now also in Bog). Also reduced the amount of trees in Lowlands. This update is still for Minecraft 1.4.7.
Woodland Mountains with Underground Biomes installed:
on an unrelated note, -5440624109169296492 is a great survival seed (with all settings default). It spawns you in a pinelands with a village on your front door, and Flying Mountains in the distance.
I have tried to use your amazing mod with DivineRPG; and, thus far, every time I try to install it into the game and run it, it says that DivineRPG (and I quote) ">Pre-Initialized>Errored" (I can't remember the entire line). So, my question is this: what do you do with a mod that adds both new mobs AND new ores? Thank you for your time!
NOTCH!
Also, I use 1.4.7, not 1.5 (sorry if you're making a 1.5 version that fixes that problem!)
Beren Elendil
Thanks, and keep up the great work!
I am thinking about more blocks (woods, plants, leaves, etc) for the 1.5 release. This will all be a config option, of course. Many people prefer Highlands because it adds no new blocks in world gen. For this reason as well as the many changes of 1.5 you can expect it later rather than sooner, sorry. I might try to just update what I have to 1.5 then add new content later.
This version does use 1.4.7 not 1.5. I think between Highlands and DivineRPG there is a block ID conflict. Look in DivineRPG to see what block ID's it uses, then change the Highlands saplings to not use those ID's.
BiomeSize affects all biomes but only works with Highlands and Highlands LB worlds.
If you're using a default world, make sure you change "Use Highlands Biomes in Default Worlds" to true in the settings. Without it you will not get any biomes.
Villages do spawn in Highlands biomes (almost all of the flat, non-watery, and non-jungly biomes as well as vanilla Forest, Taiga, and Jungle in Highlands worlds). I know that Thaumcraft has an API for fixing compatibility with biome mods, I'll look into that. I tried to find something similar for Forestry but I can't seem to find anything.
The main difference between Highlands worlds and Highlands in default worlds is that Highlands worlds can disable the vanilla biomes if you want to. Default worlds was mainly included for compatibility with other biome-adding mods and others that require default worlds for their world gen. If you make a Highlands world, you won't get any biomes from Biomes O' Plenty, for example, but with a default world you can (BoP has the same kind of compatibility setting since it also adds world types).
I can't give a definite time for 1.5. I will be less busy next week so I will be able to work on it then.
Why have I never heard of this mod before?
There is no new content yet, just the update to 1.5.1.
I am working on new wood and leaves. Here is a preview:
Don't worry, there will be a config option to keep default blocks for all of you who prefer it that way.
So I'm assuming due to the new woods and stuff, if you have it enabled, there won't be the recipes for the saplings anymore? (and if disabled it reenables the recipes?)