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?)
I actually never thought about that. That seems like a good idea, because it will make it more exciting to explore to collect all of the different saplings and woods.
Very nice! Could you tell us what kind of trees those are?
I have each wood under its sapling (sapling blocks and textures are already in the mod). From left to right, they are fir, acacia, poplar, redwood, canopy tree.
Sorry if this has been asked before, but do the mountains or any other biome generate above y:128?
Greating looking mod so far. Thanks.
No, mountains are still below y = 128. I have looked into the nuts and bolts of the terrain generator but it's very complicated to make changes. EBXL is working on it and they have a team of people and it still is taking them about 6 months (they plan to release EBXL 4 in the summer).
Sdj, have you thought of perhaps adding another mystical biome? Perhaps a Crystal Forest, like how the Forgotten Nature mod did? I think that would be a neat means to add some extra content to Highlands. You could differentiate your Crystal Forest from theirs by making it more similar to the one found in World of Warcraft's Northrend. With massive crystallized trees amongst small ones. Could also add new recipes for the wood and shards like Forgotten Nature did.
I can also see you adding some more flowers, and maybe a berry bushes as an alternate source of early game food (and maybe pies for them!) Even make them farmable.
What version of forge do we need? I'm getting crashes galore w/ 605, 608 and 610.
2013-03-26 22:46:08 [INFO] [STDERR] Exception in thread "Server thread" java.lang.OutOfMemoryError: GC overhead limit exceeded
Missing class member: public B c, class: ajl, mod: minecraftforge-universal-1.5.1-7.7.0.605.zip
etc, changes w/ forge version
No other patches/mods.
I compiled the 1.5.1 version with 608. Try reinstalling Forge, it might be a problem with your installation of Forge. If it still doesn't work, post a full crash report (inside spoilers) and I'll see if I can help you more.
Sdj, have you thought of perhaps adding another mystical biome? Perhaps a Crystal Forest, like how the Forgotten Nature mod did? I think that would be a neat means to add some extra content to Highlands. You could differentiate your Crystal Forest from theirs by making it more similar to the one found in World of Warcraft's Northrend. With massive crystallized trees amongst small ones. Could also add new recipes for the wood and shards like Forgotten Nature did.
I can also see you adding some more flowers, and maybe a berry bushes as an alternate source of early game food (and maybe pies for them!) Even make them farmable.
I am in the process of adding more plants. I like the idea of making another fantasy biome but I don't love the look and balance of Forgotten Nature's crystal forest. I want to try to be careful with balance not making a biome that is a near-infinite source of tools that are better than iron. I am planning to add in more trees like the Ironwood, but based on other materials like coal, gold, lapis, diamond, emerald, and with different looks. (not redstone because that seems contradictory to make it into a tree. nature =/= technology). Along with that I will probably redo Ironwood trees, maybe with a chance of actually containing iron. And making them generate naturally very rarely.
Yeah I can see that. You could actually balance it out though. Like have the crystal tools be as fast as Iron and the enchantability of gold, but have the durability, damage, and mining level of stone. And crystal torches/lamps. Finding a crystal forest could make starting a little easier on you, resource wise. The downside of Crystal wood is that it can't be smelted into charcoal, it just smelts into more crystal. Which is good for tools and light, but can't act as a fuel - Or you could have the crystal be used as fuel maybe a halfway point between wood blocks and charcoal? That way it still makes sense to use Crystal wood, sticks, planks and saplings as fuel too. This basically would make your crystal forest like any other forest biome, but with its pros and cons comparatively. You could also have a downside where passive mobs don't actually spawn naturally (it's a crystalized forest... really isn't much food to sustain a fauna population). Crystalwood blocks could also have a benefit of being their own lightsource. I think the idea of a Crystal forest with massive crystal trees surrounded by smaller crystal trees in a land littered with shallow ponds and lakes (1 block deep - 70% of the biome is covered in water) Would make for a gorgeous fantasy biome.
Perhaps have crystal wood items not be able to be craftable into tools and weapons like regular wood in terms of the other materials like iron as well. This way you are forced to find normal wood sources in order to progress. Another idea is allow crystal to be used to make armor that gives slightly less benefit than iron armor, but has durability of leather?
It was 605 causing problems, switched to 608 and good to go. Only thing I can think I did wrong was not unpatch (MCPatcher303) .605 properly, so when I was applying 608/610 via Magic Launcher it was ignored in favor of 605 being patched in manually. I should have checked before Force Updating, but didn't think of it until afterwards.
I compiled the 1.5.1 version with 608. Try reinstalling Forge, it might be a problem with your installation of Forge. If it still doesn't work, post a full crash report (inside spoilers) and I'll see if I can help you more.
I am in the process of adding more plants. I like the idea of making another fantasy biome but I don't love the look and balance of Forgotten Nature's crystal forest. I want to try to be careful with balance not making a biome that is a near-infinite source of tools that are better than iron. I am planning to add in more trees like the Ironwood, but based on other materials like coal, gold, lapis, diamond, emerald, and with different looks. (not redstone because that seems contradictory to make it into a tree. nature =/= technology). Along with that I will probably redo Ironwood trees, maybe with a chance of actually containing iron. And making them generate naturally very rarely.
Fail me.. had a whole log posted and everything. Started getting crashes again. Ignore everything above. MC was switching back to 512MB from the 8192MB I usually allocate. Kept getting heap and garbage collection errors. (probably 8GB is isn't needed, but i've got 48GB so why not. 512MB definitely isn't enough)
I tried installing, everything works fine, i had no other mods enabled, but i get "missing texture" with the saplings, why?
i even reinstaled forge, tried the 608, everything. I even deleted all the .minecraft folder got t again, i just had forge and this mod in the "mods" folder. didnt work
missing textures is all i get.
any way to solve this?
Hey, the mod looks amazing, and I want to get it, but i have a few questions.
-Imagine if you will, that in update 1.5.1 I have a world with this mod. If I update to say 2.3 or something, and I play the world without this mod, will all the mod's biomes go away and/or will the game crash/world not work?
-If I made a world before i got the mod, and then I got this mod and played on that world, will the new biomes generate in the places I have not been?
Rollback Post to RevisionRollBack
don't click this link... | If I ever helped you, please click the little white arrow surrounded by green down in the bottom right corner. Oh and really, don't click that link.
This mod is pretty awesome... At first I didn't realize that you could have the Highlands biomes load in default worlds, which kept me from trying it earlier. But now that I know it's compatible with other biome/worldgen mods, it's part of my regular set of mods.
However, I'm having a slight conflict with Twilight Forest, although not the same type of conflicts reported by other users... When creating a new Default World type (with Add Highlands to Default Worlds set to true), I've found that Twilight Forest biomes are spawning in the regular overworld. I've already had the Mushrooms biome type appear twice, which never happened until after installing Highlands.
I checked the biome ID's and there shouldn't be a conflict. Is there anything about allowing Highlands biomes in default worlds that could be causing this to happen?
EDIT: I had a biome ID conflict with Forgotten Nature but I solved it.
re Missing textures.. there's a naming problem inside the jar. MC is looking for Sapling*, the jar files are named sapling*. If you're using 7zip, you can rename them easily enough. (just change small s to big S)
re Missing textures.. there's a naming problem inside the jar. MC is looking for Sapling*, the jar files are named sapling*. If you're using 7zip, you can rename them easily enough. (just change small s to big S)
Case insensitivity win!
Haha, I never even realized it because it works fine in testing in Eclipse, it only messes up when the mod is compiled. I'll fix it in an update tomorrow. For now, just change the names. Sorry for the inconvenience.
Can someone tell me what the secret biome "lonely Mountain" is or if it has anything special in it?
Lonely Mountain is one of a few sub-biomes in Highlands. You might also be able to find valley and lake sub-biomes. It has nothing special except that it spawns inside most of the forest-y biomes rather than as its own separate biome (like Forest Hills spawns inside regular Forests).
yes it works, i am using it right now and works! but just a few of the creatures, for example, elephants, and snakes, i only found in the desert biome, nowhere else more. And i always get killed by werewolves! i keep encountering so many
The MobModCompatibility option works by copying the spawn lists of similar vanilla biomes. So you will get Desert mobs in Dunes and Outback, for example. It shouldn't change the spawn frequency of anything, unless Mo'Creatures relies on the biome to determine the frequency. In that case all mobs will have the same frequency rather than some (like werewolves) being more rare.
Greating looking mod so far. Thanks.
I actually never thought about that. That seems like a good idea, because it will make it more exciting to explore to collect all of the different saplings and woods.
I have each wood under its sapling (sapling blocks and textures are already in the mod). From left to right, they are fir, acacia, poplar, redwood, canopy tree.
No, mountains are still below y = 128. I have looked into the nuts and bolts of the terrain generator but it's very complicated to make changes. EBXL is working on it and they have a team of people and it still is taking them about 6 months (they plan to release EBXL 4 in the summer).
^Check out the Betweenlands WIP Mod!^
2013-03-26 22:46:08 [INFO] [STDERR] Exception in thread "Server thread" java.lang.OutOfMemoryError: GC overhead limit exceeded
Missing class member: public B c, class: ajl, mod: minecraftforge-universal-1.5.1-7.7.0.605.zip
etc, changes w/ forge version
No other patches/mods.
I can also see you adding some more flowers, and maybe a berry bushes as an alternate source of early game food (and maybe pies for them!) Even make them farmable.
I compiled the 1.5.1 version with 608. Try reinstalling Forge, it might be a problem with your installation of Forge. If it still doesn't work, post a full crash report (inside spoilers) and I'll see if I can help you more.
I am in the process of adding more plants. I like the idea of making another fantasy biome but I don't love the look and balance of Forgotten Nature's crystal forest. I want to try to be careful with balance not making a biome that is a near-infinite source of tools that are better than iron. I am planning to add in more trees like the Ironwood, but based on other materials like coal, gold, lapis, diamond, emerald, and with different looks. (not redstone because that seems contradictory to make it into a tree. nature =/= technology). Along with that I will probably redo Ironwood trees, maybe with a chance of actually containing iron. And making them generate naturally very rarely.
Perhaps have crystal wood items not be able to be craftable into tools and weapons like regular wood in terms of the other materials like iron as well. This way you are forced to find normal wood sources in order to progress. Another idea is allow crystal to be used to make armor that gives slightly less benefit than iron armor, but has durability of leather?
It was 605 causing problems, switched to 608 and good to go. Only thing I can think I did wrong was not unpatch (MCPatcher303) .605 properly, so when I was applying 608/610 via Magic Launcher it was ignored in favor of 605 being patched in manually. I should have checked before Force Updating, but didn't think of it until afterwards.
Either way, working great now - thanks!
Ok I'm quite the noob.
Same problem here.
-Imagine if you will, that in update 1.5.1 I have a world with this mod. If I update to say 2.3 or something, and I play the world without this mod, will all the mod's biomes go away and/or will the game crash/world not work?
-If I made a world before i got the mod, and then I got this mod and played on that world, will the new biomes generate in the places I have not been?
However, I'm having a slight conflict with Twilight Forest, although not the same type of conflicts reported by other users... When creating a new Default World type (with Add Highlands to Default Worlds set to true), I've found that Twilight Forest biomes are spawning in the regular overworld. I've already had the Mushrooms biome type appear twice, which never happened until after installing Highlands.
I checked the biome ID's and there shouldn't be a conflict. Is there anything about allowing Highlands biomes in default worlds that could be causing this to happen?
EDIT: I had a biome ID conflict with Forgotten Nature but I solved it.
Case insensitivity win!
Haha, I never even realized it because it works fine in testing in Eclipse, it only messes up when the mod is compiled. I'll fix it in an update tomorrow. For now, just change the names. Sorry for the inconvenience.
Lonely Mountain is one of a few sub-biomes in Highlands. You might also be able to find valley and lake sub-biomes. It has nothing special except that it spawns inside most of the forest-y biomes rather than as its own separate biome (like Forest Hills spawns inside regular Forests).
The MobModCompatibility option works by copying the spawn lists of similar vanilla biomes. So you will get Desert mobs in Dunes and Outback, for example. It shouldn't change the spawn frequency of anything, unless Mo'Creatures relies on the biome to determine the frequency. In that case all mobs will have the same frequency rather than some (like werewolves) being more rare.