Get with the times people, Highlands is the nothing like any biome mod youve ever played. the others just dont even come close. Its not just the best biome mod, its one of the best mods period. You dont need to learn a ton of new recpies or go mining for hours to appreciate what it adds to the game and its out of the box compatible with any texture pack you throw at it. pictures dont even do it justice.
You know how minecraft generates random landscapes with drastically different climates right next to one another? While that still occurs its mitigated by the subbiomes that appear within larger ones so you will get large areas where two complimentary biome types blend making for a much more natural appearance than what you are used to. All of those screenshots I posted were in a valley along the left side of a HUGE yet realistic mountain range.
Loving this mod. I'm struggling with compatibility with a few of the mods I'm wanting to run on my server though.
One is Mo'Creatures that you mentioned you are working on. The other though is Thaumcraft 3. It looks like everything will generate in the new biomes except the greatwood and silverwood trees. If I leave in vanilla biomes they will spawn in those but it makes them obnoxiously rare. Any ideas?
Loving this mod. I'm struggling with compatibility with a few of the mods I'm wanting to run on my server though.
One is Mo'Creatures that you mentioned you are working on. The other though is Thaumcraft 3. It looks like everything will generate in the new biomes except the greatwood and silverwood trees. If I leave in vanilla biomes they will spawn in those but it makes them obnoxiously rare. Any ideas?
Ive seen a few silverwood trees in highlands biomes, and IC2 trees for that matter. Not so sure about the greatwood but Im sure they are out there somewhere.
Although there is one thing missing from my highlands worlds and that is villages. I dont come across a lot of vanilla deserts and plains but there hasnt been a village in one yet.
Ive seen a few silverwood trees in highlands biomes, and IC2 trees for that matter. Not so sure about the greatwood but Im sure they are out there somewhere.
Although there is one thing missing from my highlands worlds and that is villages. I dont come across a lot of vanilla deserts and plains but there hasnt been a village in one yet.
From the description it seems like silverwood and greatwood trees generate by occasionally replacing vanilla trees. Since only some of Highlands biomes have vanilla trees in them, they will be more rare.
I made some changes to the village spawning code so villages would spawn in some Highlands biomes as well but it might be broken. I haven't seen a village in a while as well. I'll look into the code again.
With all these improvements and compatibility fixes it looks like I will have the update ready by the end of next week. Although with Minecraft 1.5 coming out soon (maybe?) I might wait and release the update with 1.5.
I've seen this mods name come up a few times on the forums already and finally decided to try it out.
Already love the fact of how few item ID's this mod uses.
Will come back later to post my findings.
edit: First thing i noticed was; why do i have to select it as a world type?
Why couldn't you just make it like BOP and EBXL?
I'm used to using this mod > http://www.minecraft...-and-caves-mod/
for more interesting cave systems but i can't use both together because they both add a world type.
There's an option on the config file that lets the biomes generate in the main world type. Its the last option I believe
Nice job! My brother put it in his *gasp* own personal modpack which means it has to be super awesome :D. I can't wait to see what the new update brings
From the description it seems like silverwood and greatwood trees generate by occasionally replacing vanilla trees. Since only some of Highlands biomes have vanilla trees in them, they will be more rare.
I made some changes to the village spawning code so villages would spawn in some Highlands biomes as well but it might be broken. I haven't seen a village in a while as well. I'll look into the code again.
With all these improvements and compatibility fixes it looks like I will have the update ready by the end of next week. Although with Minecraft 1.5 coming out soon (maybe?) I might wait and release the update with 1.5.
I've done some testing by uninstalling all other mods except highlands, thaumcraft3 and rei mimmap. flying around and not seeing any silverwood or greatwood trees in any highlands biomes. they're easy to spot on the minmap as they're blue or white. i focused mainly on biomes that shoudl have regular oak trees that they should replace and I'm seeing none. I also tried only installing thaumcraft and noticed that there seems to have been a change from thaumcraft 2 I'm only seeing silverwood trees spawning in plains biomes and I think maybe a forest. they used to spawn in tiaga and jungle and I'm not seeing that anymore. maybe this helps?
I may be forced to go into creative mode on the server and just plant some.
Dude, this is the BEST biome mod I have ever seen. 8O
Hell yeah! And its way underappreciated. People dont even know what they are missing here. I know when I first saw the thread I thought "why do I need even more biomes?" At the time I was using both extrabiomes and biomes o plenty which totaled up to nearly 100 biomes...that should tell you how desperate I was to get some halfway decent looking worlds, especially around the spawn area which 9 times out of ten was crap. What I didnt understand then is this mod isnt anything like those others. Its not so much about the biomes as it is about amazing terrain generation. Now I cant choose which awesome location within walking distance of my spawn site on any random seed to start building on. Doubters, you simply MUST try this mod. Support the author so he continues development of this amazing project!
I'm having some issues with the custom colors when using Optifine and Sphax. I can't get them to work properly. I toggled the custom colors option on an off and it does not seem to work in the Autumn Forest. Other biomes from the other mods seem to work just fine
Now its not working with default textures. Strange thing is with REI's minimap, the custom colors show on there.
I nearly cried when i got this crash. Not sure what to do.
---- Minecraft Crash Report ----
// I let you down. Sorry
Time: 2/14/13 7:47 PM
Description: Exception in server tick loop
java.lang.UnsupportedOperationException
at java.util.AbstractList.remove(AbstractList.java:161)
at java.util.AbstractList$Itr.remove(AbstractList.java:374)
at java.util.AbstractCollection.removeAll(AbstractCollection.java:365)
at sdj64.highlands.HighlandsEventManager.onInitBiomeGenerators(HighlandsEventManager.java:52)
at net.minecraftforge.event.ASMEventHandler_11_HighlandsEventManager_onInitBiomeGenerators_InitBiomeGens.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:35)
at net.minecraftforge.event.EventBus.post(EventBus.java:103)
at zd.getModdedBiomeGenerators(WorldChunkManager.java:272)
at zd.<init>(WorldChunkManager.java:44)
at ahs.a(SourceFile:136)
at net.minecraft.server.MinecraftServer.b(MinecraftServer.java:224)
at bdz.a(IntegratedServer.java:45)
at bdz.c(IntegratedServer.java:130)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458)
at fy.run(SourceFile:849)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
I nearly cried when i got this crash. Not sure what to do.
---- Minecraft Crash Report ----
// I let you down. Sorry
Time: 2/14/13 7:47 PM
Description: Exception in server tick loop
java.lang.UnsupportedOperationException
at java.util.AbstractList.remove(AbstractList.java:161)
at java.util.AbstractList$Itr.remove(AbstractList.java:374)
at java.util.AbstractCollection.removeAll(AbstractCollection.java:365)
at sdj64.highlands.HighlandsEventManager.onInitBiomeGenerators(HighlandsEventManager.java:52)
at net.minecraftforge.event.ASMEventHandler_11_HighlandsEventManager_onInitBiomeGenerators_InitBiomeGens.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:35)
at net.minecraftforge.event.EventBus.post(EventBus.java:103)
at zd.getModdedBiomeGenerators(WorldChunkManager.java:272)
at zd.<init>(WorldChunkManager.java:44)
at ahs.a(SourceFile:136)
at net.minecraft.server.MinecraftServer.b(MinecraftServer.java:224)
at bdz.a(IntegratedServer.java:45)
at bdz.c(IntegratedServer.java:130)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458)
at fy.run(SourceFile:849)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
That's a lot of mods! It might be that something is conflicting. However I think I found the problem. If you load a Highlands world, and then a non-Highlands world (superflat, or Default or Large Biomes with "Use Highlands Biomes in Default Worlds" set to false, or another mod's world type), then Highlands will remove its own biomes from the village spawn list. For some reason this is causing an error. I suggest that you restart Minecraft in between loading those worlds, if possible (otherwise, enabling "Use Highlands Biomes in Default Worlds" might fix your problem). I'm working on fixing some bugs with Highlands village generation for the next update.
You know how minecraft generates random landscapes with drastically different climates right next to one another? While that still occurs its mitigated by the subbiomes that appear within larger ones so you will get large areas where two complimentary biome types blend making for a much more natural appearance than what you are used to. All of those screenshots I posted were in a valley along the left side of a HUGE yet realistic mountain range.
One is Mo'Creatures that you mentioned you are working on. The other though is Thaumcraft 3. It looks like everything will generate in the new biomes except the greatwood and silverwood trees. If I leave in vanilla biomes they will spawn in those but it makes them obnoxiously rare. Any ideas?
Ive seen a few silverwood trees in highlands biomes, and IC2 trees for that matter. Not so sure about the greatwood but Im sure they are out there somewhere.
Although there is one thing missing from my highlands worlds and that is villages. I dont come across a lot of vanilla deserts and plains but there hasnt been a village in one yet.
From the description it seems like silverwood and greatwood trees generate by occasionally replacing vanilla trees. Since only some of Highlands biomes have vanilla trees in them, they will be more rare.
I made some changes to the village spawning code so villages would spawn in some Highlands biomes as well but it might be broken. I haven't seen a village in a while as well. I'll look into the code again.
With all these improvements and compatibility fixes it looks like I will have the update ready by the end of next week. Although with Minecraft 1.5 coming out soon (maybe?) I might wait and release the update with 1.5.
There's an option on the config file that lets the biomes generate in the main world type. Its the last option I believe
I've done some testing by uninstalling all other mods except highlands, thaumcraft3 and rei mimmap. flying around and not seeing any silverwood or greatwood trees in any highlands biomes. they're easy to spot on the minmap as they're blue or white. i focused mainly on biomes that shoudl have regular oak trees that they should replace and I'm seeing none. I also tried only installing thaumcraft and noticed that there seems to have been a change from thaumcraft 2 I'm only seeing silverwood trees spawning in plains biomes and I think maybe a forest. they used to spawn in tiaga and jungle and I'm not seeing that anymore. maybe this helps?
I may be forced to go into creative mode on the server and just plant some.
Theres hardly any need for a texture pack addon since the only new texures it adds are saplings.
While it has new trees, (the best designed minecraft trees Ive seen yet) they are made of the default blocks.
Hell yeah! And its way underappreciated. People dont even know what they are missing here. I know when I first saw the thread I thought "why do I need even more biomes?" At the time I was using both extrabiomes and biomes o plenty which totaled up to nearly 100 biomes...that should tell you how desperate I was to get some halfway decent looking worlds, especially around the spawn area which 9 times out of ten was crap. What I didnt understand then is this mod isnt anything like those others. Its not so much about the biomes as it is about amazing terrain generation. Now I cant choose which awesome location within walking distance of my spawn site on any random seed to start building on. Doubters, you simply MUST try this mod. Support the author so he continues development of this amazing project!
Now its not working with default textures. Strange thing is with REI's minimap, the custom colors show on there.
It did for me too, but then I wanted to test it again to make sure that was it and it stopped working after that :/
Nevermind. It worked right after I wrote that last sentence! Now to fight the urge to test it again...
// I let you down. Sorry
Time: 2/14/13 7:47 PM
Description: Exception in server tick loop
java.lang.UnsupportedOperationException
at java.util.AbstractList.remove(AbstractList.java:161)
at java.util.AbstractList$Itr.remove(AbstractList.java:374)
at java.util.AbstractCollection.removeAll(AbstractCollection.java:365)
at sdj64.highlands.HighlandsEventManager.onInitBiomeGenerators(HighlandsEventManager.java:52)
at net.minecraftforge.event.ASMEventHandler_11_HighlandsEventManager_onInitBiomeGenerators_InitBiomeGens.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:35)
at net.minecraftforge.event.EventBus.post(EventBus.java:103)
at zd.getModdedBiomeGenerators(WorldChunkManager.java:272)
at zd.<init>(WorldChunkManager.java:44)
at ahs.a(SourceFile:136)
at net.minecraft.server.MinecraftServer.b(MinecraftServer.java:224)
at bdz.a(IntegratedServer.java:45)
at bdz.c(IntegratedServer.java:130)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458)
at fy.run(SourceFile:849)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_09, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 273954736 bytes (261 MB) / 595394560 bytes (567 MB) up to 1372061696 bytes (1308 MB)
JVM Flags: 0 total;
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 Optifine OptiFine_1.4.6_HD_U_B3 53 mods loaded, 53 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_SmartRender [Smart Render] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_SmartMoving [Smart Moving] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_SpawnerGUI [mod_SpawnerGUI] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_TooManyItems [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
TreeCapitator [TreeCapitator] ([1.4.6]TreeCapitator.Forge.1.4.6.r03.Uni.CoreMod.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
denLib [denLib] (denLib-2.1.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DynamicLights [Dynamic Lights] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DynamicLights_onFire [Dynamic Lights on burning] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DynamicLights_creepers [Dynamic Lights on Creepers] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DynamicLights_dropItems [Dynamic Lights on ItemEntities] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DynamicLights_flameArrows [Dynamic Lights on Flame enchanted Arrows] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DynamicLights_otherPlayers [Dynamic Lights Other Player Light] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DynamicLights_thePlayer [Dynamic Lights Player Light] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
GuiAPI [GuiAPI] (GuiAPI-0.15.2-1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
SAP_Man [SanAndreasPs Managers] (0_SAPManPack_v13.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
gwafu_tallgrassplus [Tall Grass Plus] ([1.0] Tall Grass Plus.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_ReiMinimap [mod_ReiMinimap] ([1.4.7]ReiMinimap_v3.2_06.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
gwafu_applegen [Apple Gen] ([2.2] Apple Generation.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
gwafu_melongen [Watermelon Gen] ([2.2] Watermelon Generation.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
gwafu_fishnet [Fishnet] ([3.2] Fishnet.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
gwafu_flowerpropagation [Flower Propagation] ([4.2] Flower Propagation.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_ArmorMovement [mod_ArmorMovement] (ArmorMovement 1.4.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Backpack [Backpack] (backpack-latest.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BiblioCraft [BiblioCraft] (BiblioCraft [v1.0.2].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ChestTransporter [Chest Transporter] (chestTransporter_1.1.5_Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_saddles [mod_saddles] (Craftable Saddles 1.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
craftguide [CraftGuide] (CraftGuide-1.6.5.12.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CrossbowMod2 [Crossbow Mod 2] (CrossbowMod2 - 147.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CustomSpawner [DrZhark's CustomSpawner] (CustomMobSpawner 1.11.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CustomNpcs [CustomNpcs 1.4.5] (CustomNPCs_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DragonMounts [Dragon Mounts (WIP)] (dragonmount_v0.92_mc1.4.6_forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MoCreatures [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v4.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
SlimevoidLib [Slimevoid Library] (SlimevoidLib_2.0.1.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DynamicElevators [Dynamic Elevators] (DynamicElevators-2.0.0.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Highlands [Highlands] (Highlands1.1.3_MC1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Millenaire [Millénaire] (millenaire4.1.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MoarAchForge [Moar Achievements Redux] (MoarAchievementsV113.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
More Pistons [More Pistons] (More Pistons v1.2.4 for [1.4.7].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
modRFL [Rotten Flesh to Leather] (Rotten Flesh to Leather - Forge 1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
SatscapeSimukraft [Sim-U-Kraft] (Sim-U-Kraft-forge-0.9.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
TConstruct [Tool Construct] (TConstruct_mc1.4.7_1.1.5 (1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Thaumcraft [Thaumcraft] (Thaumcraft3.0.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ThirstMod [Thirst Mod] (ThirstMod) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
TwilightForest [The Twilight Forest] (twilightforest-1.15.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
weaponmod [Balkon's WeaponMod] (Weaponmod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MSC [Mob Spawn Controls] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
IDResolver [ID Resolver] (IDResolver-1.4.6.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CustomOreGen [Custom Ore Generation] (CustomOreGen.[1.4.6]v2.Common.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_CustomOreGen [mod_CustomOreGen] (CustomOreGen.[1.4.6]v2.Common.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Profiler Position: N/A (disabled)
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'forge,fml'
Glad to see you got this working. What settings did you have to use?
That's a lot of mods! It might be that something is conflicting. However I think I found the problem. If you load a Highlands world, and then a non-Highlands world (superflat, or Default or Large Biomes with "Use Highlands Biomes in Default Worlds" set to false, or another mod's world type), then Highlands will remove its own biomes from the village spawn list. For some reason this is causing an error. I suggest that you restart Minecraft in between loading those worlds, if possible (otherwise, enabling "Use Highlands Biomes in Default Worlds" might fix your problem). I'm working on fixing some bugs with Highlands village generation for the next update.