Since late October 2013, when Mojang released Minecraft 1.7, I haven't released an update for Better Biomes. In that time, I've redone a large percentage of Better Biomes' code, until it became the mod you see here.
Enhanced Biomes has undergone a drastic change from the mod that tried to add realistic new biomes and as few blocks as possible to the Minecraft world. 31 new biomes since the last release of Better Biomes, for a total of 88, with 23 being rare variants, biome specific stones and grasses and new wood types for all 15 new trees that resemble their Minecraft counterparts, along with improvements to villages and a biome information display similar to Minecraft's co-ordinates display. It's a massive update.
While Enhanced Biomes' aim is more or less the same, its attempt at realism exceeds that of Better Biomes' improvements to the world's surface. Each tree is made from a different type of wood. There are 6 new stone variants that retain the properties and uses of the default stone that generate by biome type, complete with variants of ores, stone bricks, cobblestone and slabs. There are also 7 new grass, dirt and farmland variants, also generating by biome type. Villagers now build their homes from the resources around them, their biome's stone and wood types.
Additionally, new config options allow for better customisation of your world, such as village size and rarity, and biome weights in generation. It also retains the biome size, generation, and village spawning options from Better Biomes.
Alpine Mountains
Edge Biome: Alpine Mountains Edge
River Biome: Glacier
Rare Biome: Alpine Mountains M
(No picture)
Alpine Tundra
Aspen Forest
Sub Biome: Aspen Hills
Badlands
Basin
The basin is a generic sub biome that generates in low-lying biomes
Blossom Woods
Sub Biome: Blossom Hills
Boreal Forest
Rare Biome: Cold Boreal Forest
(No picture)
Boreal Plateau
Rare Biome: Boreal Plateau M
Carr
Clay Hills
Clearing
Clearings are a generic sub biome that generates in forested areas
Cypress Forest
Rare Biome: Cold Cypress Forest
Desert Archipelago
Ephemeral Lake
Edge Biome: Ephemeral Lake Edge
Rare Biome: Woodland Lake
Fens
Fir Forest
Rare Biome: Cold Fir Forest
Forested Archipelago
Rare Biome: Flowery Archipelago
Forested Mountains
Sub Biome: Forested Valley
Frozen Archipelago
Grassy Archipelago
Kakadu
Lake
Low Hills
Mangrove
Marsh
Meadow
Rare Biome: Meadow M
Mountainous Archipelago
Mountains
Edge Biome: Mountains Edge
Oak Forest
(No picture)
Pine Forest
Rare Biome: Cold Pine Forest
Pine Forest Archipelago
Rare Biome: Boreal Archipelago
Plateau
Polar Desert
Prairie
Rainforest
Sub Biome: Rainforest Valley
Red Desert
Riparian Zone
The Riparian Zone replaces rivers in generation, adding alder trees to the banks
Rocky Desert
Sub Biome: Oasis
Rocky Hills
Sahara
Sandstone Canyons
River Biome: Sandstone Canyon
Rare Biome: Stone Canyons
Sandstone Ranges
Edge Biome: Scree
River Biome: Creek Bed
Rare Biome: Sandstone Ranges M
Scrub
Shield
Shrublands
Rare Biome: Roofed Shrublands
Silver Pine Forest
Sub Biome: Silver Pine Hills
Snowy Plateau
Snowy Ranges
(No picture)
Snowy Wastelands
Steppe
Tropical Archipelago
Tundra
Sub Biome: Ice Sheet
Rare Biome: Snowy Desert
Volcano
Rare Biome: Volcano M
Wastelands
Woodland Field
Woodlands
Sub Biome: Woodland Hills
Xeric Savanna
Sub Biome: Oasis
Xeric Shrubland
(No picture)
By shortbustrip / 3 Prong Gaming
This video was made using the final 1.7.2 version, meaning that the new dirt and grass isn't properly rendered or generating. The information is correct though.
Version Notes
1.7.10 The bugs in the last 1.7.2 version have been fixed. Biomes will generate properly in the default world type. You can also change the IDs of rare biomes to any biome ID now, as long as the "Use EB's rare biome code" option in the config is set to true.
1.7.2 Due to the changes in 1.7, Forge has not fully updated to support new biomes. Unfortunately, this means that you will have to use the Enhanced Biomes world type. This will be fixed in the first update released for 1.7.10. Additionally, as rare biomes rely on biomes' IDs, changing the IDs in the config file is unadvised. If you have to change them, ensure that the rare biome has an ID 128 more than its default version.
Server Setup Set the level-type to "typeEB" for the Enhanced Biomes world type.
As the 2.3 update allows biomes to generate in the overworld, you don't need to use the world type if you're using 2.3+.
Texture Packs Archibald_TK made Dokucraft textures for the blocks in the mod. Download them from here.
Changelog 2.5
Fixed crash with Forge versions 1220+.
Added Xeric Shrubland biome.
Split Woodland category into Boreal and Broadleaf. Mollisol now generates in the Plains category and standard dirt in the Boreal category.
Added Single Biome WorldType.
Added safeties to biome generation lists. 2.4.1
Added a config option for my ores. You can have only the vanilla ore generate, no matter what the stone is, or have the new gold and iron ores drop their vanilla forms. By default they do generate and don't drop their vanilla forms.
Fixed alder generation in the Riparian Zone. This should make it more distinguishable from standard River biomes.
Fixed the issues in the Mangrove biome. Lakes now only generate on the surface, instead of everywhere, which should result in less generation lag, and also fix the occasional crash.
Updated Russian translation (written by VeryBigBro and merkaba5). 2.4 Added 7 new stones - chalk, chert, dacite, gabbro, marble, schist and dolomite.
All stones now have different hardnesses, ranging from 0.8 to 2.0. Default stone is 1.5.
Reclassified biomes. Even though they technically fulfill requirements for a number of types, they now only are about 2 - 4 types, as opposed to 5 - 7 previously.
Improved ID placement of biomes. You will need to delete your config if you want to use these IDs. Essentially, it groups all the rare biome IDs to avoid conflicting with other mods.
Changed the way stones and soils are picked for each biome. There are now broad biome types that each biome is placed into. You will get one old stone, one new stone and a soil for that type.
Fixed saguaro texture issue.
Hopefully fixed connected textures crash.
Probably a number of other bug fixes that I've forgotten about - it's been a while.
pre-2.4a Added an option to disable volcano generation.
pre-2.4 Fixed Forge's custom biome type issue (in short, I removed them).
Fixed rock noise issue.
Made a few additions to villages in the Cherry Blossom biomes. More are planned.
Changed cherry blossom textures to make them more distinctive.
Half finished a new biome, the Red Desert. The saguaros in it aren't textured yet.
2.3.1 Added new textures for texture pack makers allowing grasses to have different sides to their dirt.
Added config options to individually disable stone and grass.
Added a config option to generate only pockets of the new stone. The pockets aren't biome dependent.
Fixed shovels not destroying the new grass faster.
2.3.0.2 Fixed crash with scattered features (temples).
2.3.0.1 Bug fixing update:
Reclassified volcanoes to avoid game-crashing conflicts.
Made EB's grass drop the right metadata.
Fixed clay, sand and gravel generation in water.
Made bonemeal affect both types of grass when either is right-clicked.
Fixed various minor rare biome bugs.
2.3 Updated to MC 1.7.10.
Biomes now generate in the default overworld, along with their stones.
Biomes now have two types of stones each, instead of just one.
7 new types of grass, dirt and farmland have been added. Like stones, they generate depending on the biome.
A config setting has been added allowing you to choose between generating rare biomes according to ID, or according to how they are registered with EB. Disable if you're using other biome mods.
Ores generate with the correct background textures.
Cobbled Sandstone has been added.
Lava in caves has been fixed.
Biomes have all been re-categorised.
Suspended lava on volcanoes has been fixed.
All those weird, untextured blocks have been removed.
2.2 Added a new biome, the Snowy Ranges.
Made seasons work properly on servers.
Fixed edge and river biome genlayers.
Allowed modded ores to generate in the new stones.
2.1 Added seasons with configurable lengths.
Fixed not-entirely-random ore generation.
Made islands in the ocean with all generating biomes.
Fixed some village bugs.
Re-classified sandstone biomes as 'Hot'.
Minor tweaks to sandstone and stone canyons.
2.0.2.1 Added an option to disable the changes to villages in case there is a conflict with other mods.
2.0.2 Improved the biome info display.
Added a config option for biome weighting. Delete your old config files.
Fixed the texture finding errors filling up the console whenever the game is loaded.
Tweaked the biome height of Forested Mountains.
2.0.1.1
Added an option to disable the new stone. Still found occasionally in some types of villages.
Added an option to turn off vanilla biome generation in the new world type and village gen in all world types.
Fixed the config file displaying normal village size as 8, not 0.
Fixed server crash on load. 2.0.1
Changed every "Better" I can find into "Enhanced".
Fixed only Alpine and Boreal biomes generating. 2.0.0.2
Fixed some issues with half slabs. 2.0.0.1
Fixed iron and diamond ores smelting into gold ingots.
Features
Inventory lexicon.
Perlin work on a number of biomes to reduce lag and improve generation.
Bugs
Rendering issues with ores and grass (Forge 1236)
Desert village roofs
Achievement for getting wood
Compatibility Enhanced Biomes should work with just about every forge mod out there. Mods such as FortuneOres, Carpenter's Blocks, or mods which add new furnaces have been tested and work (Thanks, Eleongo).
Additionally, Dr Zhark's Custom Mob Spawner mod will stop mobs from spawning in my biomes. Mob Spawn Controls 2 appears to be the best way to solve the problem, but I may need to look into providing proper compatibility. WhichOnesPink wrote a add-on to make EB compatible with DenseOres. The add-on, Dense EB Ores, can be found here.
Finally, 10paktimbits, the author of the Plant Mega Pack mod, has added compatibility with EB to his mod, allowing those plants to generate in the new biomes.
Modpack Permissions There are four conditions you must fulfill before including this mod in a modpack.
Get permission from me.
Credit me in your modpack's thread as the author of Enhanced Biomes.
Provide a link to this thread in your modpack's thread.
Send me a link to your modpack so that I can keep track of it.
Banners
Copyright TERMS AND CONDITIONS
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
MOJANG - Mojang AB
OWNER - Sean Zammit, Original author of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
USER - End user of the mod, person installing the mod.
1. LIABILITY
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
3. REDISTRIBUTION
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD requires advance written permission of the OWNER and may be subject to certain terms.
I loved this mod when it was better biomes it had a nice vanilla feel to it now that it is updated it's going to be a staple for my mods folder as long as you'll update it to newer versions. Great job.
I loved this mod when it was better biomes it had a nice vanilla feel to it now that it is updated it's going to be a staple for my mods folder as long as you'll update it to newer versions. Great job.
Thanks. Don't worry, I'll try to be more on top of updating it than I was before.
Ooo, these new biomes look pretty. I like the new features too, like the villager using resources around them to build their villages.
Nice job on the mod
I was quite sad after hearing today that Highlands development stopped but I'm glad to see that Better Biomes did not suffer such a fate and was updated, so at least not all is dark for my mod folder today! Thought I probably won't be able to play Minecraft for 2 days I can't wait to see your new biomes in 1.7.2!
I haven't been following the Highlands thread recently so I hadn't heard about that. It is a shame. After all, Highlands was the mod that inspired me to create Better Biomes in the first place.
Ooo, these new biomes look pretty. I like the new features too, like the villager using resources around them to build their villages.
Nice job on the mod
Wow. I saw the original and this may not be as detailed as Biome's O Plenty, but this sure has some cool features that I want to play with, and I'm most likely going to use this now. Nicely done.
This looks great, I would like an option to stop the stone variation and to just have vanilla stone, because it seems that mod ores will not generate with the enhanced stone (Well at least ic2). The biomes look great though! Ill also add by default the biomes in twilight forest override them and some wackiness occurs. I managed to fix it in the config however so thats good.
Wow. I saw the original and this may not be as detailed as Biome's O Plenty, but this sure has some cool features that I want to play with, and I'm most likely going to use this now. Nicely done.
This looks great, I would like an option to stop the stone variation and to just have vanilla stone, because it seems that mod ores will not generate with the enhanced stone (Well at least ic2). The biomes look great though! Ill also add by default the biomes in twilight forest override them and some wackiness occurs. I managed to fix it in the config however so thats good.
I meant to add it to the To Do list in the OP actually, of course for ore compatibility. I'll probably release something for it in the next few days.
I was also going to make an API or find some other way to get other mods' ore generating, but that might take a while longer.
Gonna use this mod as Biomes o Plenty always give me Lag Spike of Death, but does this mod have any ice/snow-related biome?
And I found something hilarious in Mountainous Archipelago biome:
Yeah, this pic may not be that hilarious as it only shows an unusual huge village. But check the next one:
One of the houses is 100+ blocks high! (no kidding)
EDIT: More to report:
1) Tree leaves in this mod is always in "fancy graphic" even I've set it to "fast" in option.
2) Smelting iron and diamond ores give gold ingots.
Gonna use this mod as Biomes o Plenty always give me Lag Spike of Death, but does this mod have any ice/snow-related biome?
And I found something hilarious in Mountainous Archipelago biome:
Yeah, this pic may not be that hilarious as it only shows an unusual huge village. But check the next one:
One of the houses is 100+ blocks high! (no kidding)
EDIT: More to report:
1) Tree leaves in this mod is always in "fancy graphic" even I've set it to "fast" in option.
2) Smelting iron and diamond ores give gold ingots.
Yes, the mod has snow biomes. 13 at last count.
Villages: I've seen that happen a quite a lot, and it's still funny. If you don't like it happening, you can disable village gen for that biome.
Tree leaves: I haven't got textures for fast graphic leaves. I might work on it if enough people feel that it's important but as far as I know most people use fancy all the time.
Gold ingots: Whoops. I'll check the code.
EDIT: Yep, found the issue. There's a new release out with the fixed code.
Yes, the mod has snow biomes. 13 at last count.
Villages: I've seen that happen a quite a lot, and it's still funny. If you don't like it happening, you can disable village gen for that biome.
Tree leaves: I haven't got textures for fast graphic leaves. I might work on it if enough people feel that it's important but as far as I know most people use fancy all the time.
Gold ingots: Whoops. I'll check the code.
EDIT: Yep, found the issue. There's a new release out with the fixed code.
Sry, but got 1 more to report:
i) Placing up-side down cobbled "any" slab shows cobbled basalt slab
ii) Placing up-side down brick "any" slab shows bricked basalt slab
iii) Placing up-side down smooth "any" slab crashes MC. Crash report below:
java.lang.IllegalStateException: Already tesselating!
at net.minecraft.client.renderer.Tessellator.func_78371_b(Tessellator.java:374)
at net.minecraft.client.renderer.RenderGlobal.func_147590_a(RenderGlobal.java:2365)
at net.minecraft.client.renderer.RenderGlobal.func_72731_b(RenderGlobal.java:2350)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1578)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1299)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:981)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:870)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at magic.launcher.Launcher.main(SourceFile:207)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.client.renderer.Tessellator.func_78371_b(Tessellator.java:374)
at net.minecraft.client.renderer.RenderGlobal.func_147590_a(RenderGlobal.java:2365)
at net.minecraft.client.renderer.RenderGlobal.func_72731_b(RenderGlobal.java:2350)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1578)
java.lang.IllegalStateException: Already tesselating!
at net.minecraft.client.renderer.Tessellator.func_78371_b(Tessellator.java:374)
at net.minecraft.client.renderer.RenderGlobal.func_147590_a(RenderGlobal.java:2365)
at net.minecraft.client.renderer.RenderGlobal.func_72731_b(RenderGlobal.java:2350)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1578)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1299)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:981)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:870)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at magic.launcher.Launcher.main(SourceFile:207)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.client.renderer.Tessellator.func_78371_b(Tessellator.java:374)
at net.minecraft.client.renderer.RenderGlobal.func_147590_a(RenderGlobal.java:2365)
at net.minecraft.client.renderer.RenderGlobal.func_72731_b(RenderGlobal.java:2350)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1578)
Since late October 2013, when Mojang released Minecraft 1.7, I haven't released an update for Better Biomes. In that time, I've redone a large percentage of Better Biomes' code, until it became the mod you see here.




Enhanced Biomes has undergone a drastic change from the mod that tried to add realistic new biomes and as few blocks as possible to the Minecraft world. 31 new biomes since the last release of Better Biomes, for a total of 88, with 23 being rare variants, biome specific stones and grasses and new wood types for all 15 new trees that resemble their Minecraft counterparts, along with improvements to villages and a biome information display similar to Minecraft's co-ordinates display. It's a massive update.
While Enhanced Biomes' aim is more or less the same, its attempt at realism exceeds that of Better Biomes' improvements to the world's surface. Each tree is made from a different type of wood. There are 6 new stone variants that retain the properties and uses of the default stone that generate by biome type, complete with variants of ores, stone bricks, cobblestone and slabs. There are also 7 new grass, dirt and farmland variants, also generating by biome type. Villagers now build their homes from the resources around them, their biome's stone and wood types.
Additionally, new config options allow for better customisation of your world, such as village size and rarity, and biome weights in generation. It also retains the biome size, generation, and village spawning options from Better Biomes.
Biomes
Thanks to KaosRitual for the images.
Edge Biome: Alpine Mountains Edge
River Biome: Glacier
Rare Biome: Alpine Mountains M
(No picture)
Alpine Tundra
Aspen Forest
Sub Biome: Aspen Hills
Badlands
Basin
The basin is a generic sub biome that generates in low-lying biomes
Blossom Woods
Sub Biome: Blossom Hills
Boreal Forest
Rare Biome: Cold Boreal Forest
(No picture)
Boreal Plateau
Rare Biome: Boreal Plateau M
Carr
Clay Hills
Clearing
Clearings are a generic sub biome that generates in forested areas
Cypress Forest
Rare Biome: Cold Cypress Forest
Desert Archipelago
Ephemeral Lake
Edge Biome: Ephemeral Lake Edge
Rare Biome: Woodland Lake
Fens
Fir Forest
Rare Biome: Cold Fir Forest
Forested Archipelago
Rare Biome: Flowery Archipelago
Forested Mountains
Sub Biome: Forested Valley
Frozen Archipelago
Grassy Archipelago
Kakadu
Lake
Low Hills
Mangrove
Marsh
Meadow
Rare Biome: Meadow M
Mountainous Archipelago
Mountains
Edge Biome: Mountains Edge
Oak Forest
(No picture)
Pine Forest
Rare Biome: Cold Pine Forest
Pine Forest Archipelago
Rare Biome: Boreal Archipelago
Plateau
Polar Desert
Prairie
Rainforest
Sub Biome: Rainforest Valley
Red Desert
Riparian Zone
The Riparian Zone replaces rivers in generation, adding alder trees to the banks
Rocky Desert
Sub Biome: Oasis
Rocky Hills
Sahara
Sandstone Canyons
River Biome: Sandstone Canyon
Rare Biome: Stone Canyons
Sandstone Ranges
Edge Biome: Scree
River Biome: Creek Bed
Rare Biome: Sandstone Ranges M
Scrub
Shield
Shrublands
Rare Biome: Roofed Shrublands
Silver Pine Forest
Sub Biome: Silver Pine Hills
Snowy Plateau
Snowy Ranges
(No picture)
Snowy Wastelands
Steppe
Tropical Archipelago
Tundra
Sub Biome: Ice Sheet
Rare Biome: Snowy Desert
Volcano
Rare Biome: Volcano M
Wastelands
Woodland Field
Woodlands
Sub Biome: Woodland Hills
Xeric Savanna
Sub Biome: Oasis
Xeric Shrubland
(No picture)
Mod Showcases/Reviews
By TeronRedoran
Written analysis
By shortbustrip / 3 Prong Gaming
This video was made using the final 1.7.2 version, meaning that the new dirt and grass isn't properly rendered or generating. The information is correct though.
By TyneCraft
By Malorn
Downloads
All versions require Forge. Download the latest recommended version.
For updates from 1.6.4 or previous versions of Minecraft, see the Better Biomes topic.
1.7.10 (Forge 1220 or higher)
Enhanced Biomes 2.5 for MC 1.7.10 (20/10/14)
1.7.10 (Forge 1219 or lower)
Enhanced Biomes 2.4.1 for MC 1.7.10 (26/09/14)
1.7.2
Enhanced Biomes 2.2 for MC 1.7.2 (2/07/14) - IMPORTANT: See version notes
Version Notes
1.7.10
The bugs in the last 1.7.2 version have been fixed. Biomes will generate properly in the default world type. You can also change the IDs of rare biomes to any biome ID now, as long as the "Use EB's rare biome code" option in the config is set to true.
1.7.2
Due to the changes in 1.7, Forge has not fully updated to support new biomes. Unfortunately, this means that you will have to use the Enhanced Biomes world type. This will be fixed in the first update released for 1.7.10. Additionally, as rare biomes rely on biomes' IDs, changing the IDs in the config file is unadvised. If you have to change them, ensure that the rare biome has an ID 128 more than its default version.
Server Setup
Set the level-type to "typeEB" for the Enhanced Biomes world type.
As the 2.3 update allows biomes to generate in the overworld, you don't need to use the world type if you're using 2.3+.
Texture Packs
Archibald_TK made Dokucraft textures for the blocks in the mod. Download them from here.
Changelog
2.5
Fixed crash with Forge versions 1220+.
Added Xeric Shrubland biome.
Split Woodland category into Boreal and Broadleaf. Mollisol now generates in the Plains category and standard dirt in the Boreal category.
Added Single Biome WorldType.
Added safeties to biome generation lists.
2.4.1
Added a config option for my ores. You can have only the vanilla ore generate, no matter what the stone is, or have the new gold and iron ores drop their vanilla forms. By default they do generate and don't drop their vanilla forms.
Fixed alder generation in the Riparian Zone. This should make it more distinguishable from standard River biomes.
Fixed the issues in the Mangrove biome. Lakes now only generate on the surface, instead of everywhere, which should result in less generation lag, and also fix the occasional crash.
Updated Russian translation (written by VeryBigBro and merkaba5).
2.4
Added 7 new stones - chalk, chert, dacite, gabbro, marble, schist and dolomite.
All stones now have different hardnesses, ranging from 0.8 to 2.0. Default stone is 1.5.
Reclassified biomes. Even though they technically fulfill requirements for a number of types, they now only are about 2 - 4 types, as opposed to 5 - 7 previously.
Improved ID placement of biomes. You will need to delete your config if you want to use these IDs. Essentially, it groups all the rare biome IDs to avoid conflicting with other mods.
Changed the way stones and soils are picked for each biome. There are now broad biome types that each biome is placed into. You will get one old stone, one new stone and a soil for that type.
Fixed saguaro texture issue.
Hopefully fixed connected textures crash.
Probably a number of other bug fixes that I've forgotten about - it's been a while.
pre-2.4a
Added an option to disable volcano generation.
pre-2.4
Fixed Forge's custom biome type issue (in short, I removed them).
Fixed rock noise issue.
Made a few additions to villages in the Cherry Blossom biomes. More are planned.
Changed cherry blossom textures to make them more distinctive.
Half finished a new biome, the Red Desert. The saguaros in it aren't textured yet.
Added new textures for texture pack makers allowing grasses to have different sides to their dirt.
Added config options to individually disable stone and grass.
Added a config option to generate only pockets of the new stone. The pockets aren't biome dependent.
Fixed shovels not destroying the new grass faster.
2.3.0.2
Fixed crash with scattered features (temples).
2.3.0.1
Bug fixing update:
Reclassified volcanoes to avoid game-crashing conflicts.
Made EB's grass drop the right metadata.
Fixed clay, sand and gravel generation in water.
Made bonemeal affect both types of grass when either is right-clicked.
Fixed various minor rare biome bugs.
2.3
Updated to MC 1.7.10.
Biomes now generate in the default overworld, along with their stones.
Biomes now have two types of stones each, instead of just one.
7 new types of grass, dirt and farmland have been added. Like stones, they generate depending on the biome.
A config setting has been added allowing you to choose between generating rare biomes according to ID, or according to how they are registered with EB. Disable if you're using other biome mods.
Ores generate with the correct background textures.
Cobbled Sandstone has been added.
Lava in caves has been fixed.
Biomes have all been re-categorised.
Suspended lava on volcanoes has been fixed.
All those weird, untextured blocks have been removed.
2.2
Added a new biome, the Snowy Ranges.
Made seasons work properly on servers.
Fixed edge and river biome genlayers.
Allowed modded ores to generate in the new stones.
2.1
Added seasons with configurable lengths.
Fixed not-entirely-random ore generation.
Made islands in the ocean with all generating biomes.
Fixed some village bugs.
Re-classified sandstone biomes as 'Hot'.
Minor tweaks to sandstone and stone canyons.
2.0.2.1
Added an option to disable the changes to villages in case there is a conflict with other mods.
2.0.2
Improved the biome info display.
Added a config option for biome weighting. Delete your old config files.
Fixed the texture finding errors filling up the console whenever the game is loaded.
Tweaked the biome height of Forested Mountains.
2.0.1.1
Added an option to disable the new stone. Still found occasionally in some types of villages.
Added an option to turn off vanilla biome generation in the new world type and village gen in all world types.
Fixed the config file displaying normal village size as 8, not 0.
Fixed server crash on load.
2.0.1
Changed every "Better" I can find into "Enhanced".
Fixed only Alpine and Boreal biomes generating.
2.0.0.2
Fixed some issues with half slabs.
2.0.0.1
Fixed iron and diamond ores smelting into gold ingots.
Inventory lexicon.
Perlin work on a number of biomes to reduce lag and improve generation.
Bugs
Rendering issues with ores and grass (Forge 1236)
Desert village roofs
Achievement for getting wood
Compatibility
Enhanced Biomes should work with just about every forge mod out there. Mods such as FortuneOres, Carpenter's Blocks, or mods which add new furnaces have been tested and work (Thanks, Eleongo).
Additionally, Dr Zhark's Custom Mob Spawner mod will stop mobs from spawning in my biomes. Mob Spawn Controls 2 appears to be the best way to solve the problem, but I may need to look into providing proper compatibility.
WhichOnesPink wrote a add-on to make EB compatible with DenseOres. The add-on, Dense EB Ores, can be found here.
Finally, 10paktimbits, the author of the Plant Mega Pack mod, has added compatibility with EB to his mod, allowing those plants to generate in the new biomes.
Modpack Permissions
There are four conditions you must fulfill before including this mod in a modpack.
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TERMS AND CONDITIONS
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
MOJANG - Mojang AB
OWNER - Sean Zammit, Original author of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
USER - End user of the mod, person installing the mod.
1. LIABILITY
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
3. REDISTRIBUTION
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD requires advance written permission of the OWNER and may be subject to certain terms.
Thanks. Don't worry, I'll try to be more on top of updating it than I was before.
Are the new biomes as rare as mooshroom islands or similar? I was flying around in a few creative mode worlds and haven't found a single one yet.Never mind, I figured out what went wrong.
Nice job on the mod
I haven't been following the Highlands thread recently so I hadn't heard about that. It is a shame. After all, Highlands was the mod that inspired me to create Better Biomes in the first place.
Thanks, all of you!
I assume that you were looking in the default world type. I'll try to make it more obvious that you have to use the new world type.
Thanks!
I meant to add it to the To Do list in the OP actually, of course for ore compatibility. I'll probably release something for it in the next few days.
I was also going to make an API or find some other way to get other mods' ore generating, but that might take a while longer.
And I found something hilarious in Mountainous Archipelago biome:
One of the houses is 100+ blocks high! (no kidding)
EDIT: More to report:
1) Tree leaves in this mod is always in "fancy graphic" even I've set it to "fast" in option.
2) Smelting iron and diamond ores give gold ingots.
Yes, the mod has snow biomes. 13 at last count.
Villages: I've seen that happen a quite a lot, and it's still funny. If you don't like it happening, you can disable village gen for that biome.
Tree leaves: I haven't got textures for fast graphic leaves. I might work on it if enough people feel that it's important but as far as I know most people use fancy all the time.
Gold ingots: Whoops. I'll check the code.
EDIT: Yep, found the issue. There's a new release out with the fixed code.
i) Placing up-side down cobbled "any" slab shows cobbled basalt slab
ii) Placing up-side down brick "any" slab shows bricked basalt slab
iii) Placing up-side down smooth "any" slab crashes MC. Crash report below:
// Ooh. Shiny.
Time: 4/10/14 1:38 PM
Description: Unexpected error
java.lang.IllegalStateException: Already tesselating!
at net.minecraft.client.renderer.Tessellator.func_78371_b(Tessellator.java:374)
at net.minecraft.client.renderer.RenderGlobal.func_147590_a(RenderGlobal.java:2365)
at net.minecraft.client.renderer.RenderGlobal.func_72731_b(RenderGlobal.java:2350)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1578)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1299)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:981)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:870)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at magic.launcher.Launcher.main(SourceFile:207)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.client.renderer.Tessellator.func_78371_b(Tessellator.java:374)
at net.minecraft.client.renderer.RenderGlobal.func_147590_a(RenderGlobal.java:2365)
at net.minecraft.client.renderer.RenderGlobal.func_72731_b(RenderGlobal.java:2350)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1578)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['eleongo'/554, l='MpServer', x=18.73, y=73.62, z=67.30]]
Chunk stats: MultiplayerChunkCache: 323, 332
Level seed: 0
Level generator: ID 04 - typeBB, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (0,64,0), Chunk: (at 0,4,0 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 11477 game time, 11477 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 114 total; [EntityClientPlayerMP['eleongo'/554, l='MpServer', x=18.73, y=73.62, z=67.30], EntityCreeper['Creeper'/14137, l='MpServer', x=-54.54, y=8.00, z=59.48], EntitySkeleton['Skeleton'/12636, l='MpServer', x=-55.38, y=20.00, z=84.47], EntityZombie['Zombie'/14135, l='MpServer', x=-51.69, y=8.00, z=58.22], EntityZombie['Zombie'/14132, l='MpServer', x=-54.00, y=7.00, z=60.97], EntityZombie['Zombie'/13177, l='MpServer', x=30.50, y=40.00, z=127.50], EntityZombie['Zombie'/12635, l='MpServer', x=-56.50, y=20.00, z=84.97], EntityPig['Pig'/51, l='MpServer', x=-17.25, y=72.00, z=-8.50], EntityPig['Pig'/50, l='MpServer', x=-19.47, y=71.00, z=-14.91], EntityPig['Pig'/49, l='MpServer', x=-18.53, y=72.00, z=-8.47], EntityItem['item.item.egg'/12614, l='MpServer', x=25.69, y=79.13, z=47.63], EntityChicken['Chicken'/55, l='MpServer', x=30.56, y=74.00, z=-9.63], EntityChicken['Chicken'/56, l='MpServer', x=32.50, y=74.00, z=-12.50], EntityItem['item.item.egg'/12019, l='MpServer', x=-2.81, y=69.13, z=45.44], EntityZombie['Zombie'/13690, l='MpServer', x=49.50, y=38.00, z=9.50], EntityCreeper['Creeper'/13685, l='MpServer', x=-39.50, y=42.00, z=108.50], EntityZombie['Zombie'/13681, l='MpServer', x=49.50, y=54.00, z=47.50], EntityWaypointContainer['unknown'/628, l='MpServer', x=0.00, y=0.00, z=0.00], EntityWitch['Witch'/13662, l='MpServer', x=32.50, y=43.00, z=127.50], EntityBat['Bat'/13657, l='MpServer', x=67.21, y=22.09, z=45.75], EntityItem['item.item.egg'/11989, l='MpServer', x=8.03, y=67.13, z=32.13], EntitySkeleton['Skeleton'/13638, l='MpServer', x=69.50, y=15.00, z=52.50], EntityBat['Bat'/13633, l='MpServer', x=-7.60, y=20.08, z=107.41], EntityBat['Bat'/13632, l='MpServer', x=10.31, y=24.31, z=110.38], EntityPig['Pig'/7582, l='MpServer', x=18.41, y=64.00, z=145.63], EntityCreeper['Creeper'/13755, l='MpServer', x=27.50, y=43.00, z=124.50], EntityBat['Bat'/13733, l='MpServer', x=55.61, y=50.63, z=48.65], EntityCreeper['Creeper'/13715, l='MpServer', x=50.50, y=38.00, z=2.50], EntityCreeper['Creeper'/13716, l='MpServer', x=48.50, y=38.00, z=9.50], EntityBat['Bat'/13696, l='MpServer', x=-53.50, y=30.00, z=85.47], EntitySquid['Squid'/10341, l='MpServer', x=5.72, y=59.38, z=97.13], EntitySkeleton['Skeleton'/13700, l='MpServer', x=-58.50, y=19.00, z=93.50], EntityZombie['Zombie'/13815, l='MpServer', x=-40.50, y=30.00, z=84.50], EntityZombie['Zombie'/13814, l='MpServer', x=-30.34, y=31.00, z=49.84], EntitySkeleton['Skeleton'/13808, l='MpServer', x=81.50, y=3.00, z=35.50], EntitySkeleton['Skeleton'/13823, l='MpServer', x=4.50, y=23.00, z=135.50], EntitySkeleton['Skeleton'/13822, l='MpServer', x=-1.74, y=22.00, z=147.48], EntityCreeper['Creeper'/13821, l='MpServer', x=6.50, y=23.00, z=134.50], EntityCreeper['Creeper'/13820, l='MpServer', x=5.56, y=23.00, z=140.00], EntitySkeleton['Skeleton'/13816, l='MpServer', x=40.50, y=17.00, z=139.50], EntitySkeleton['Skeleton'/13805, l='MpServer', x=93.50, y=14.00, z=54.50], EntityCreeper['Creeper'/13777, l='MpServer', x=68.56, y=6.00, z=13.97], EntityZombie['Zombie'/13789, l='MpServer', x=88.50, y=25.00, z=5.50], EntitySpider['Spider'/13791, l='MpServer', x=-61.72, y=26.00, z=86.28], EntitySkeleton['Skeleton'/13772, l='MpServer', x=93.50, y=14.00, z=55.50], EntityZombie['Zombie'/13769, l='MpServer', x=-30.59, y=31.00, z=50.69], EntitySkeleton['Skeleton'/13839, l='MpServer', x=46.50, y=41.00, z=129.50], EntitySkeleton['Skeleton'/13838, l='MpServer', x=22.94, y=32.00, z=106.50], EntityCreeper['Creeper'/13837, l='MpServer', x=-55.50, y=19.00, z=96.50], EntityBat['Bat'/13355, l='MpServer', x=7.66, y=13.00, z=-0.69], EntityCreeper['Creeper'/13854, l='MpServer', x=80.50, y=12.00, z=91.50], EntityCreeper['Creeper'/13855, l='MpServer', x=44.50, y=41.00, z=127.50], EntityCreeper['Creeper'/13845, l='MpServer', x=-57.50, y=19.00, z=94.50], EntitySquid['Squid'/12894, l='MpServer', x=34.50, y=62.34, z=128.81], EntitySkeleton['Skeleton'/13871, l='MpServer', x=80.50, y=9.00, z=32.50], EntityBat['Bat'/13867, l='MpServer', x=17.19, y=25.60, z=92.54], EntityEnderman['Enderman'/12905, l='MpServer', x=-25.09, y=16.00, z=98.75], EntitySkeleton['Skeleton'/13859, l='MpServer', x=49.25, y=41.00, z=133.13], EntitySkeleton['Skeleton'/13858, l='MpServer', x=45.50, y=41.00, z=129.50], EntityItem['item.item.egg'/13884, l='MpServer', x=-16.97, y=63.13, z=67.13], EntityItem['item.item.egg'/12914, l='MpServer', x=-19.47, y=64.13, z=36.03], EntitySkeleton['Skeleton'/13887, l='MpServer', x=20.38, y=35.00, z=-12.88], EntitySkeleton['Skeleton'/13876, l='MpServer', x=27.50, y=38.00, z=126.50], EntityCreeper['Creeper'/13878, l='MpServer', x=72.50, y=17.00, z=18.50], EntitySkeleton['Skeleton'/13875, l='MpServer', x=91.50, y=13.00, z=30.50], EntitySkeleton['Skeleton'/13418, l='MpServer', x=49.50, y=20.00, z=53.50], EntityBat['Bat'/13412, l='MpServer', x=72.50, y=25.85, z=48.63], EntityCreeper['Creeper'/13888, l='MpServer', x=14.50, y=15.00, z=-7.50], EntityBat['Bat'/13411, l='MpServer', x=-37.25, y=39.10, z=66.25], EntityBat['Bat'/13892, l='MpServer', x=-19.31, y=47.05, z=145.66], EntitySkeleton['Skeleton'/13906, l='MpServer', x=38.50, y=27.00, z=90.50], EntityBat['Bat'/13905, l='MpServer', x=-45.41, y=12.00, z=30.69], EntityCreeper['Creeper'/13909, l='MpServer', x=-39.23, y=27.00, z=7.06], EntityZombie['Zombie'/13931, l='MpServer', x=59.50, y=25.00, z=47.50], EntityZombie['Zombie'/13930, l='MpServer', x=55.50, y=25.00, z=47.50], EntitySkeleton['Skeleton'/13933, l='MpServer', x=62.50, y=24.00, z=35.50], EntityZombie['Zombie'/13932, l='MpServer', x=-32.50, y=27.00, z=-3.50], EntityBat['Bat'/13937, l='MpServer', x=-46.63, y=12.00, z=30.66], EntityBat['Bat'/13938, l='MpServer', x=65.53, y=53.58, z=66.09], EntityZombie['Zombie'/14009, l='MpServer', x=90.50, y=14.00, z=119.50], EntityCreeper['Creeper'/14008, l='MpServer', x=-37.32, y=27.00, z=1.85], EntityCreeper['Creeper'/14010, l='MpServer', x=61.97, y=41.00, z=48.47], EntityChicken['Chicken'/472, l='MpServer', x=96.50, y=73.00, z=66.50], EntityChicken['Chicken'/473, l='MpServer', x=96.50, y=73.00, z=64.50], EntityChicken['Chicken'/470, l='MpServer', x=64.50, y=76.00, z=79.50], EntityChicken['Chicken'/471, l='MpServer', x=94.50, y=73.00, z=69.50], EntityChicken['Chicken'/468, l='MpServer', x=69.47, y=88.00, z=65.53], EntityChicken['Chicken'/469, l='MpServer', x=71.41, y=82.00, z=74.41], EntityPig['Pig'/466, l='MpServer', x=-24.69, y=67.00, z=64.50], EntityChicken['Chicken'/467, l='MpServer', x=68.41, y=89.00, z=71.59], EntityPig['Pig'/464, l='MpServer', x=-18.53, y=69.00, z=54.09], EntityPig['Pig'/465, l='MpServer', x=-27.88, y=75.00, z=50.09], EntityPig['Pig'/463, l='MpServer', x=-20.38, y=64.00, z=68.88], EntityChicken['Chicken'/462, l='MpServer', x=-17.53, y=63.00, z=65.53], EntitySkeleton['Skeleton'/13559, l='MpServer', x=41.50, y=12.00, z=44.50], EntityChicken['Chicken'/461, l='MpServer', x=-19.38, y=75.00, z=46.44], EntityChicken['Chicken'/460, l='MpServer', x=-17.59, y=64.00, z=36.56], EntityChicken['Chicken'/459, l='MpServer', x=-26.53, y=65.00, z=75.47], EntitySheep['Sheep'/458, l='MpServer', x=-15.84, y=71.00, z=48.59], EntityCreeper['Creeper'/13555, l='MpServer', x=76.69, y=10.00, z=97.50], EntitySheep['Sheep'/457, l='MpServer', x=4.19, y=63.00, z=75.53], EntitySheep['Sheep'/456, l='MpServer', x=2.38, y=68.00, z=34.53], EntitySheep['Sheep'/455, l='MpServer', x=-3.91, y=64.00, z=57.88], EntityChicken['Chicken'/454, l='MpServer', x=19.41, y=69.00, z=30.44], EntityChicken['Chicken'/453, l='MpServer', x=49.34, y=85.00, z=41.53], EntityChicken['Chicken'/452, l='MpServer', x=31.56, y=76.00, z=34.56], EntityChicken['Chicken'/451, l='MpServer', x=5.41, y=68.00, z=29.53], EntityPig['Pig'/450, l='MpServer', x=-11.50, y=63.00, z=113.50], EntityPig['Pig'/449, l='MpServer', x=-6.50, y=60.00, z=129.78], EntityPig['Pig'/448, l='MpServer', x=-3.50, y=64.00, z=125.50], EntityZombie['Zombie'/13511, l='MpServer', x=93.50, y=12.00, z=33.50], EntityBat['Bat'/13521, l='MpServer', x=79.72, y=37.00, z=21.28], EntityItem['item.item.egg'/13535, l='MpServer', x=-27.59, y=65.13, z=75.88], EntitySpider['Spider'/13533, l='MpServer', x=55.50, y=41.00, z=54.50]]
Retry entities: 0 total; []
Server brand: fml,forge
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:384)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2433)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:899)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at magic.launcher.Launcher.main(SourceFile:207)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_51, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 147672040 bytes (140 MB) / 1037959168 bytes (989 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 3 total; -Xms1024m -Xmx1024m -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump
AABB Pool Size: 1875 (105000 bytes; 0 MB) allocated, 1423 (79688 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
FML: MCP v9.01-pre FML v7.2.116.1024 Minecraft Forge 10.12.0.1024 Optifine OptiFine_1.7.2_HD_U_D1 5 mods loaded, 5 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.2.116.1024} [Forge Mod Loader] (forge-1.7.2-10.12.0.1024.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.12.0.1024} [Minecraft Forge] (forge-1.7.2-10.12.0.1024.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
betterbiomes{2.0.0 for MC 1.7.2} [Better Biomes] (Enhanced Biomes 2.0.0 for MC 1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
voxelmap{1.7.2} [VoxelMap] (voxelmap-1.7.2-1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Launched Version: 1.7.2-Forge10.12.0.1024
LWJGL: 2.9.0
OpenGL: GeForce GT 630/PCIe/SSE2/3DNOW! GL version 4.3.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 1366 (76496 bytes; 0 MB) allocated, 414 (23184 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
The rest shouldn't have any problem, as I've checked (almost) every block and item.
Weird, I made sure that those slabs were working perfectly because they were so irritating to create...
Back to bug-fixing then.
Thanks for your offer and also for pointing these issues out. Don't worry, I've released a fix now.