44 new biomes
14 new trees
A variety of useful small plants
Singleplayer and Multiplayer
Highlands and Highlands Large Biomes World Types
biome-specific ore generation (some biomes have more ores!)
All trees can be grown with saplings and bonemeal
256 block high Mountains
More realistic biome placement
Villages in more biomes (now with config file)
Better oceans and islands
Tons of options to customize
Uses Forge
Description Highlands was created to make exploring and living in the world of Minecraft more fun. It adds many more mountains and hills than in vanilla
Minecraft. It includes many varied environments and sub-biomes that represent features like mountains, lakes, forest clearings, valleys, and islands.All of the trees' saplings can be created in survival mode, so you can add a unique touch of greenery to your structures and landscapes, build an epic treehouse, or chop down enough wood to last a lifetime. They require a bit of exploring to get, though, you will have to gather different types of wood or find the tree to get its saplings before you can grow them.
Highlands also makes it more fun to explore underground. Most of biomes added by this mod have increased amounts of certain ores (usually, double normal). This way, you can find a certain biome to mine for diamonds, and another for iron, but you won't find more of both in the same biome. Try and find out for yourself which biomes have more of which ores!
Spoiler included if you just want to get rolling in diamonds as soon as possible:
-Alps, Pinelands, Steppe, and Glacier have more iron.
-Autumn Woods, Savannah, Sahel, Badlands, and Outback have more gold.
-Cliffs have all ores generate up to double height, with the same frequency.
-Snow, Desert, and Rock mountains also have all ores double height, in addition, Snow Mountains has double diamonds over that range, Rock Mountains has double iron over that range, and Desert Mountains has double gold over that range.
-Highlands, Mixed forests, Tall Pine Forests, and Bogs have more coal.
-Tundra and Snow Mountains will generate ice underground (same frequency as coal).
-Woodland Mountains, Flying Mountains, Rainforests, and Meadows have more diamonds and more underground water.
-Tropical Islands and Tropics have more redstone and lapis lazuli, and underground sand with the same frequency as coal.
-Birch Forests have more lapis lazuli.
-Emeralds can be found in Snow, Desert, and Rock Mountains, and Highlands, Pinelands, Alps, Redwood Forests, and Cliffs.
-Oceans have sand and water generate underground.
-Volcanoes have double or triple of all ores, but have lava and obsidian underground at the same frequency as iron.
There are two world types, Highlands and Highlands LB (Large Biomes). You can change the size of biomes in both world types to whatever you
want, so you can have anywhere from a chaos of one-chunk sized biomes to biomes that stretch for miles (literally- up to 512 times the size of default Large Biomes).
Huge thank-you to Sadris for adding API support for Forestry, Thaumcraft, and MineFactory Reloaded!
Biomes:
Full list of biomes, with sub-biomes:
Some biomes generate both as a regular biome and as a sub-biome. They will appear in this list twice (or more). Some sub-biomes are vanilla biomes, example: plains in Woodlands.
Biome: sub-biomes
Alps: Tall Pine Forest, Glacier
Autumn Woods: Bald Hill, Lake
Badlands
Birch Hills: Meadow
Bog
Cliffs: Valley
Dunes: Oasis
Estuary: Lake
Flying Mountains
Highlands: Woodlands
Lowlands: Bald Hill
Meadow: Birch Hills, Lake
Ocean: Forest Island, Jungle Island, Desert Island, Volcano, Windy Island
Outback: Mesa, Dunes
Pinelands: Autumn Woods
Rainforest: Lake, Bald Hill
Redwood Forest: Highlands, Lake
Sahel: Mesa
Savannah: Mesa
Steppe: Canyon
Tall Pine Forest: Alps, Tundra
Tropics: Lake
Tropical Islands: Volcano (rare)
Tundra: Alps, Tall Pine Forest
Woodlands: Bald Hill, Lake, Plains
Woodland Mountains
Alps:
High mountains covered in deep snow, with occasional tall pine trees and shrubs. The white-grey sky is always on the brink of a snowstorm.
Autumn Forest:
A mixed forest of pine, birch, and autumn oak trees. With vanilla blocks, this biome becomes a mixed forest with no added colors.
Badlands:
Hilly landscape with exposed stone and dead grass.
Birch Hills:
Rolling hills and lakes covered in poplar trees.
Bog:
A brown lowland with dead trees, swamp trees, and cattails.
Cliffs:
A tall plateau with shrubs and cobblestone boulders on the ground.
Desert Mountains:
A high range of sandstone mountains. The wind has weathered these mountains so they are not quite as high as Snow Mountains or Rock Mountains.
Dunes:
A desert with nothing but sandy hills and rare oasis with palm trees.
Estuary:
A maze of water, mangrove trees and sand islands.
Flying Mountains:
Floating islands and impossible archways covered in blue-green shrubs and waterfalls, and a deep blue sky. The oceans below have as crazy
terrain as above, often reaching down to bedrock.
Glacier:
A lifeless plateau of snow and ice.
Highlands:
A moderately hilly landscape with lots of tall grass, shrubs, and scattered short trees.
Lowlands:
Low hills and lakes with scattered oak and fir trees.
Meadow:
A flat landscape with grass, flowers, plants, and scattered poplar trees.
Outback:
A semi-desert with patches of sand, grass, shrubs, and cacti.
Pinelands:
A slightly more hilly, evergreen version of Highlands.
Rainforest:
A rainy, hilly woodland with tall ash trees, oaks, shrubs, and ferns.
Redwood Forest:
A moderately hilly biome with small shrubs and giant Redwood trees.
Rock Mountains:
A high mountain range of stone and cobble mountains reaching up to 200 blocks high.
Sahel:
Halfway between a savannah and a desert, the Sahel has pockets of sand and grass, and scattered trees and shrubs.
Savannah:
A dry, flat biome with lots of grass and scattered trees.
[note] to be replaced with alternative biome, as Minecraft itself now contains a Savannah Biome
Steppe:
A windswept plateau with dead grass and the occasional stunted tree or shrub.
Snow Mountains:
The highest mountains reach over 220 blocks high, and the peaks of these mountains are covered in deep snow.
Tall Pine Forest:
Taiga trees and fir trees tower above this snowy biome. The forest floor has tall grass and shrubs. Frozen lakes and ponds can be found here
as well.
Tropics:
A hot, humid biome with tall flat-topped Canopy trees and low shrubs. There is a chance of finding watermelons growing naturally here.
Tropical Islands:
An island paradise with palm trees and waterways.
Tundra:
A flat, desolate biome with deep snow. Only a few scattered shrubs can provide wood.
Woodlands:
A deep forest with many big trees.
Woodland Mountains:
Woodlands trees on some of the craziest terrain Minecraft can generate.
Sub-Biomes:
Desert Island:
A sandy island with a few palm trees.
Forest Island:
An island in the ocean with Woodlands trees.
Jungle Island:
An island in the ocean with thick jungle.
Volcano Island:
A mountain with lava, obsidian, gravel, and stone.
Snow Island:
An island in the ocean with Taiga trees.
Rock Island:
Not much more than a bit of rock sticking out of the water to wreck unsuspecting sailors.
Windy Island:
An island much like the vanilla Minecraft islands, with a bit of grass and maybe one tree.
Lake:
A body of water smaller and shallower than oceans, generates inside many biomes.
Bald Hill:
A hill inside many forest biomes that has no trees on top, making it a good vantage point.
Mesa:
A tall, flat topped mountain that is common in dry areas.
Valley:
A forest valley sheltered by the Cliffs biome.
Oasis:
A patch of grass, water, and palm trees in the Dunes biome.
Canyon:
A sandy canyon in the Steppe, it might have water at the bottom.
Shrubland:
Border biome that transitions between any two biomes that are very different from each other in temperature or rainfall.
Trees and Plants:
All trees can be grown by crafting or finding their saplings. Trees will grow after a while if you plant them, and using bonemeal can speed up
the process. Trees will not grow if the space above the sapling is not clear. Trees can grow into and through structures, but won't replace
any blocks.
Trees and bushes left to right: Great Oak, Dead Tree, Canopy Tree, Poplar, Evergreen Bush, Canopy Tree (2x2 trunk), Deciduous Bush, Beech,
Mangrove, Mangrove in water, Ironwood, Orange Autumn tree, Acacia, Yellow Autumn tree, Redwood, Palm, Fir (2x2 trunk), Fir, Ash
On the ground in front are the small plants.
Fir tree:
A tall pine tree that grows in the Alps, Lowlands, and Tall Pine Forest. Can grow 2x2 trunk like Jungle trees.
Sapling recipe: one pine sapling and one pine log.
Acacia tree:
A short, flat topped tree that grows in the Savannah.
Sapling recipe: one jungle sapling and one regular oak log.
Canopy tree:
A tall, flat topped tree that grows in the Tropics. Can grow 2x2 trunk like Jungle trees.
Sapling recipe: one jungle sapling and one jungle log.
Poplar tree:
A thin tree that grows in the Meadow and Birch Hills.
Sapling recipe: one birch sapling and one oak log.
Great Oak tree:
A larger version of Minecraft’s default oaks that grows in Woodlands and Woodland Mountains.
Sapling recipe: one oak sapling and one oak log.
Redwood tree:
These massive trees grow in Redwood Forests.
Sapling recipe: one fir tree sapling, one bonemeal, and one oak log.
Beech tree:
Minecraft’s big trees but with birch logs and leaves, grows in Woodlands and Woodland Mountains.
Sapling recipe: one birch sapling and one birch log.
Dead Big Tree:
Minecraft’s big trees with no leaves. Grows in Bogs.
Sapling recipe: none. You can’t grow a tree that’s already dead! (sapling available in creative mode)
Palm tree:
A small tree that grows in the Tropical Islands, Desert Island, and Oasis.
Sapling Recipe: one jungle sapling and one regular log.
Ash tree:
A tall tree with a thick trunk and a narrow crown of leaves, grows in Rainforests.
Sapling recipe: one Great Oak sapling and one jungle log.
Mangrove tree:
A short tree with roots that reach down through water, grows in Estuaries.
Sapling Recipe: one birch sapling and one regular log.
Autumn trees:
An oak tree with its leaves in the colors of autumn, grows in Autumn Forests.
Sapling recipe: one regular oak sapling and one dye (orange or yellow).
Evergreen Bush / Deciduous bush:
Small shrubs like the jungle shrubs. They grow in various biomes.
Sapling recipe: one pine / oak sapling and one stick (gives 2 saplings).
Ironwood Tree:
A really, really big tree. It does not spawn anywhere naturally but you can grow it yourself.
Sapling recipe: one redwood sapling, one great oak sapling, one beech sapling, one canopy tree sapling, and one block of iron.
STAND BACK as far as you can when using bonemeal or you could suffocate in the trunk.
Small Plants:
You can find all sorts of small plants around the world. They all have a use (most can be crafted into colored dyes) and can also be planted for decoration. To farm or grow more small plants, use bonemeal on one plant and it will create a few more plants of the same type around it if there is space on grass blocks nearby.
Left to Right: Yellow Planks, White Planks, Grey Planks, Red Planks, Blue Flower, Leafy Fern, White Flower, Cattail, Lavender, Raspberry Bush, Blueberry Bush, Thornbush, Cotton
Community (pictures, videos, etc):
If you have made a video, taken a picture, or done something cool with Highlands, feel free to tell me and it will be featured here.
Mod Compatiblity:
Many people had questions about how to get this to work with other popular mods. I have step by step instructions for a few other mods. If you want a particular mod added to this list, let me know.Highlands should be compatible with most mods that use Forge. Those that add biomes, mobs, ore generation, world types, or custom colors might not work correctly. When in doubt, try it out (but back up your worlds first!).
Huge thank-you to Sadris for adding API support for Forestry, Thaumcraft, and MineFactory Reloaded!
Known Compatible Mods:
Thaumcraft
Forestry
Buildcraft
Alternate Terrain Generation (ATG):
Not supported in this version of Highlands. Entire ATG compatibility code needs rewriting from scratch.
Biomes o' Plenty:
Highlands uses biome ID's 200 – 244 by default, which now will not conflict with the default biome IDs for Biomes o' Plenty. A config option in Highlands allows BoP biomes to fully generate in Highlands world types.
Mo' Creatures:
untested
MineFactory Reloaded
In theory now works, however not able to test until MFR (and COFH core it depends on) are released in some form. At this time both
Questions and Answers
Q: Where is the settings file?
A: it is located in .minecraft/config/Highlands and is named Highlands.cfg
Q: How do you install Forge / Where do you get Forge?
A: Use the latest recommended build on the Forge downloads page http://files.minecraftforge.net/. There are numerous tutorials out there for installing Forge. Google is your friend.
Q: Why am I not getting any of the biomes?
A: You need to create a world with the Highlands or Highlands Large Biomes world type.
Q: How do I grow the trees? / I planted the sapling but it's not growing?
A: read the “trees” section here. It has recipes for all of the saplings. Then, place the sapling in the world and use bonemeal or wait for the tree to grow (larger trees will require less bonemeal the longer you wait, but won't grow unless you use bonemeal on them to finish the process).
Q: I have an idea for a new biome! (or tree, sub-biome, or whatever)
A: Please post your idea here! All ideas are welcome but not all will be implemented.
Q: Why doesn't “Use Highlands Mod biomes in default worlds” in the settings do anything ?
A: Not available in the 1.7.2 Highlands, due to major changes made to Minecraft Biome generation itself.
To Install:
You must have Forge installed first. Download this mod with the link above and place the zip file in the "mods" folder. Highlands will generate a settings file the first time you run Minecraft. If you get an error, please post your crash report and a list of the mods you have installed. Use Spoiler tags.
Source / API
API (for modders! Don't download this if you don't know what an API is) Highlands API
The Highlands API is basically just a list of all the biomes and blocks in the mod, so you can reference them for things including but not limited to using the blocks in crafting recipes or making mobs, ores, or features spawn in the biomes. There are a few methods to make it easier to add mobs to biomes as well.
2.2
Rewrite/update for 1.7.2
Lots of fixes to various things that were broken/missing/crash prone.
Supports Too Many Biomes villages.
Biomes can be disabled by setting biomeID to -1, instead of having 50% more config settings.
New, unused block of biomeIDs, so far less likely to need to fiddle with the config.
I’m not going to try to sound fancy here, I’ll just get this over with.
Please don't place the mod’s files anywhere else on the internet.
Please don't make money off of this mod. This includes adfly, even if it is part of a modpack.
The Highlands API is exempt from the above rules. If you are using the API, you can redistribute it with your mod, your mod can use adfly if you want.
You are welcome to use this mod in a modpack. Please give credit by linking back to this thread.
You are welcome to create servers that use this mod, and to use this mod to create worlds to use in a server, even if the server doesn't have this mod loaded.
You are welcome to post screenshots and videos of this mod.
You are welcome to create edited versions of the texture files for texture packs.
You are welcome to post links to this page anywhere.
You are welcome to edit the mod for personal use, and to make pull requests on the github.
Copy this code to your signature to get the 1st banner above:
Anyway, glad to see you finally got a stable build for 1.7.2! Obligatory questions:
Does your mod have any support for the extra biomes and generation added by Biomes O' Plenty?
Does your mod have any support (or config copypasta) for Treecapacitor?
Is the altered ore distribution configurable? Can it be disabled?
Great work so far!
1. Not yet, Biomes O' Plenty does at least provide an API, but there are multiple ways to add biomes, I need to work out the best way which works.
2. Not tested with TreeCapitator, no idea how to configure it. Highlands source is on my Github if you need to find the blocknames.
3. Should work, see "Generate Biome-specific Ores" in config file.
Good job on getting the mod out. You don't have to credit me- I did a (admittedly) pretty bad job of trying to port it anyway :P. I just wish I had known more about how the world type code worked.
Not my fault, GraveStone mod is including and out of date copy of the Highlands API, which is replacing the updated copy and crashing the mod. I'm going to yell at him for his sloppy coding, never any need to include another mod's API in the first place.
In the meantime, you can fix GraveStone by deleting the Highlands folder out of the jar.
1. Not yet, Biomes O' Plenty does at least provide an API, but there are multiple ways to add biomes, I need to work out the best way which works.
It would be very very nice to have these two mods play together. :-)
2. Not tested with TreeCapitator, no idea how to configure it. Highlands source is on my Github if you need to find the blocknames.
I think you just have to declare the block names into their config. This was in my TreeCapacitor.cfg file for 1.6.4, I assume it's similar for 1.7, but maybe use the new naming scheme instead of ID numbers?
Nope, I have to entirely rewrite ATG support, but none of the other biome mods for 1.7.2 work with ATG either.
The ATG released for 1.7 is not a proper release. It's a dirty port from 1.6.4 and the author said a lot of things will change and the real update won't even be compatible with the dirty version.
Highlands uses biome ID's 200 – 244 by default, which now will not conflict with the default biome IDs for Biomes o' Plenty. However at this stage code to allow Highland biomes to generate in BoP world types
i dont have any highland biomes in BIOMESOP..... how i can turn on generation?
Thanks for an other update! Looks realy good, and as far as I can tell from flying around in creative for a while, the temperature groupings are working as well now.
One question though, are there still issues with Thaucraft bioms (magical forest and tainted lands) not generating in the Highlands world type? Didn't see any when flying around. Not a massive amount of exploring but still.
One question though, are there still issues with Thaucraft bioms (magical forest and tainted lands) not generating in the Highlands world type? Didn't see any when flying around. Not a massive amount of exploring but still.
Possibly the one thing I forgot to fix, not sure I didn't check. In any case I do know how to fix it, as had to do the same with my other biome mod.
Hey, I really enjoyed your mod, so much so that I made a showcase! I really loved how there were just so many different biomes, along with cool trees and plants, it just all worked! It would be awesome if you could put the video on the main post, but if you can't that's cool too . Anyways, thank you so much for making this mod, and I look forward to more from you in the future!
By the way, how can I generate Highlands biomes for a server, since the "Highlands biomes in default world" is not available ? Do I need to change the level-type in server.properties for "Highlands" ?
I believe you just make the map in single player then upload the world folder to the server. That worked for me with Newdawn terrain gen.
Possibly the one thing I forgot to fix, not sure I didn't check. In any case I do know how to fix it, as had to do the same with my other biome mod.
Hi, Fabricator! Thanks for picking up Highlands for 1.7! I've been running Highlands on a small server for my friends and me. I've been flying around in creative mode to test if Thaumcraft biomes spawn in Highlands worlds. It's hard to say, since there's so many biomes added in Highlands. I haven't found any, though, after a good hour of flying around at high speed (oh, boy, did my buds have fun with me lagging up my server, haha -- bad choice to fly around when they were on!) I'm not sure how else to confirm if they can spawn in the world. I haven't gotten a chance to crack into Highlands' source and check it out myself, though I was planning on doing that last night and got tied up again. Keeping my eye on this thread in case anything happens to change =)
Cheers!
Quick postscriptum edit: by the way, I found a MoCreatures Wyvern biome in the highlands world. I'm not 100% sure - I mean, I still need to go back and double check when I wake back up - but I have a creeping feeling that it shouldn't be spawning wyvern biomes in the Highlands world.
If you want to use Highlands in a modpack, you have my permission. You do not need to ask or PM me about it.
Note: update to 1.8 is in slow progress, no ETA as I have about 100 other things to deal with as well. I'll post occasional status updates on twitter.
The crashes that occured in Desert Mountains, Rock Mountains, and Snow Mountains Biomes shouldn't occur in the 1.7.2 version, due to the rewrite.
I've taken Highlands over from sdj64 and zombiepig.
See original Highlands thread here http://www.minecraft...t/topic/1602064-
Download:
Minecraft 1.7.10
Features:
44 new biomes
14 new trees
A variety of useful small plants
Singleplayer and Multiplayer
Highlands and Highlands Large Biomes World Types
biome-specific ore generation (some biomes have more ores!)
All trees can be grown with saplings and bonemeal
256 block high Mountains
More realistic biome placement
Villages in more biomes (now with config file)
Better oceans and islands
Tons of options to customize
Uses Forge
Description Highlands was created to make exploring and living in the world of Minecraft more fun. It adds many more mountains and hills than in vanilla
Highlands also makes it more fun to explore underground. Most of biomes added by this mod have increased amounts of certain ores (usually, double normal). This way, you can find a certain biome to mine for diamonds, and another for iron, but you won't find more of both in the same biome. Try and find out for yourself which biomes have more of which ores!
Spoiler included if you just want to get rolling in diamonds as soon as possible:
-Autumn Woods, Savannah, Sahel, Badlands, and Outback have more gold.
-Cliffs have all ores generate up to double height, with the same frequency.
-Snow, Desert, and Rock mountains also have all ores double height, in addition, Snow Mountains has double diamonds over that range, Rock Mountains has double iron over that range, and Desert Mountains has double gold over that range.
-Highlands, Mixed forests, Tall Pine Forests, and Bogs have more coal.
-Tundra and Snow Mountains will generate ice underground (same frequency as coal).
-Woodland Mountains, Flying Mountains, Rainforests, and Meadows have more diamonds and more underground water.
-Tropical Islands and Tropics have more redstone and lapis lazuli, and underground sand with the same frequency as coal.
-Birch Forests have more lapis lazuli.
-Emeralds can be found in Snow, Desert, and Rock Mountains, and Highlands, Pinelands, Alps, Redwood Forests, and Cliffs.
-Oceans have sand and water generate underground.
-Volcanoes have double or triple of all ores, but have lava and obsidian underground at the same frequency as iron.
want, so you can have anywhere from a chaos of one-chunk sized biomes to biomes that stretch for miles (literally- up to 512 times the size of default Large Biomes).
Huge thank-you to Sadris for adding API support for Forestry, Thaumcraft, and MineFactory Reloaded!
Biomes:
Biome: sub-biomes
Alps: Tall Pine Forest, Glacier
Autumn Woods: Bald Hill, Lake
Badlands
Birch Hills: Meadow
Bog
Cliffs: Valley
Dunes: Oasis
Estuary: Lake
Flying Mountains
Highlands: Woodlands
Lowlands: Bald Hill
Meadow: Birch Hills, Lake
Ocean: Forest Island, Jungle Island, Desert Island, Volcano, Windy Island
Outback: Mesa, Dunes
Pinelands: Autumn Woods
Rainforest: Lake, Bald Hill
Redwood Forest: Highlands, Lake
Sahel: Mesa
Savannah: Mesa
Steppe: Canyon
Tall Pine Forest: Alps, Tundra
Tropics: Lake
Tropical Islands: Volcano (rare)
Tundra: Alps, Tall Pine Forest
Woodlands: Bald Hill, Lake, Plains
Woodland Mountains
Alps:
High mountains covered in deep snow, with occasional tall pine trees and shrubs. The white-grey sky is always on the brink of a snowstorm.
Autumn Forest:
A mixed forest of pine, birch, and autumn oak trees. With vanilla blocks, this biome becomes a mixed forest with no added colors.
Badlands:
Hilly landscape with exposed stone and dead grass.
Birch Hills:
Rolling hills and lakes covered in poplar trees.
Bog:
A brown lowland with dead trees, swamp trees, and cattails.
Cliffs:
A tall plateau with shrubs and cobblestone boulders on the ground.
Desert Mountains:
A high range of sandstone mountains. The wind has weathered these mountains so they are not quite as high as Snow Mountains or Rock Mountains.
Dunes:
A desert with nothing but sandy hills and rare oasis with palm trees.
Estuary:
A maze of water, mangrove trees and sand islands.
Flying Mountains:
Floating islands and impossible archways covered in blue-green shrubs and waterfalls, and a deep blue sky. The oceans below have as crazy
terrain as above, often reaching down to bedrock.
Glacier:
A lifeless plateau of snow and ice.
Highlands:
A moderately hilly landscape with lots of tall grass, shrubs, and scattered short trees.
Lowlands:
Low hills and lakes with scattered oak and fir trees.
Meadow:
A flat landscape with grass, flowers, plants, and scattered poplar trees.
Outback:
A semi-desert with patches of sand, grass, shrubs, and cacti.
Pinelands:
A slightly more hilly, evergreen version of Highlands.
Rainforest:
A rainy, hilly woodland with tall ash trees, oaks, shrubs, and ferns.
Redwood Forest:
A moderately hilly biome with small shrubs and giant Redwood trees.
Rock Mountains:
A high mountain range of stone and cobble mountains reaching up to 200 blocks high.
Sahel:
Halfway between a savannah and a desert, the Sahel has pockets of sand and grass, and scattered trees and shrubs.
Savannah:
A dry, flat biome with lots of grass and scattered trees.
[note] to be replaced with alternative biome, as Minecraft itself now contains a Savannah Biome
Steppe:
A windswept plateau with dead grass and the occasional stunted tree or shrub.
Snow Mountains:
The highest mountains reach over 220 blocks high, and the peaks of these mountains are covered in deep snow.
Tall Pine Forest:
Taiga trees and fir trees tower above this snowy biome. The forest floor has tall grass and shrubs. Frozen lakes and ponds can be found here
as well.
Tropics:
A hot, humid biome with tall flat-topped Canopy trees and low shrubs. There is a chance of finding watermelons growing naturally here.
Tropical Islands:
An island paradise with palm trees and waterways.
Tundra:
A flat, desolate biome with deep snow. Only a few scattered shrubs can provide wood.
Woodlands:
A deep forest with many big trees.
Woodland Mountains:
Woodlands trees on some of the craziest terrain Minecraft can generate.
Sub-Biomes:
Desert Island:
A sandy island with a few palm trees.
Forest Island:
An island in the ocean with Woodlands trees.
Jungle Island:
An island in the ocean with thick jungle.
Volcano Island:
A mountain with lava, obsidian, gravel, and stone.
Snow Island:
An island in the ocean with Taiga trees.
Rock Island:
Not much more than a bit of rock sticking out of the water to wreck unsuspecting sailors.
Windy Island:
An island much like the vanilla Minecraft islands, with a bit of grass and maybe one tree.
Lake:
A body of water smaller and shallower than oceans, generates inside many biomes.
Bald Hill:
A hill inside many forest biomes that has no trees on top, making it a good vantage point.
Mesa:
A tall, flat topped mountain that is common in dry areas.
Valley:
A forest valley sheltered by the Cliffs biome.
Oasis:
A patch of grass, water, and palm trees in the Dunes biome.
Canyon:
A sandy canyon in the Steppe, it might have water at the bottom.
Shrubland:
Border biome that transitions between any two biomes that are very different from each other in temperature or rainfall.
Trees and Plants:
the process. Trees will not grow if the space above the sapling is not clear. Trees can grow into and through structures, but won't replace
any blocks.
Trees and bushes left to right: Great Oak, Dead Tree, Canopy Tree, Poplar, Evergreen Bush, Canopy Tree (2x2 trunk), Deciduous Bush, Beech,
Mangrove, Mangrove in water, Ironwood, Orange Autumn tree, Acacia, Yellow Autumn tree, Redwood, Palm, Fir (2x2 trunk), Fir, Ash
On the ground in front are the small plants.
Fir tree:
A tall pine tree that grows in the Alps, Lowlands, and Tall Pine Forest. Can grow 2x2 trunk like Jungle trees.
Sapling recipe: one pine sapling and one pine log.
Acacia tree:
A short, flat topped tree that grows in the Savannah.
Sapling recipe: one jungle sapling and one regular oak log.
Canopy tree:
A tall, flat topped tree that grows in the Tropics. Can grow 2x2 trunk like Jungle trees.
Sapling recipe: one jungle sapling and one jungle log.
Poplar tree:
A thin tree that grows in the Meadow and Birch Hills.
Sapling recipe: one birch sapling and one oak log.
Great Oak tree:
A larger version of Minecraft’s default oaks that grows in Woodlands and Woodland Mountains.
Sapling recipe: one oak sapling and one oak log.
Redwood tree:
These massive trees grow in Redwood Forests.
Sapling recipe: one fir tree sapling, one bonemeal, and one oak log.
Beech tree:
Minecraft’s big trees but with birch logs and leaves, grows in Woodlands and Woodland Mountains.
Sapling recipe: one birch sapling and one birch log.
Dead Big Tree:
Minecraft’s big trees with no leaves. Grows in Bogs.
Sapling recipe: none. You can’t grow a tree that’s already dead! (sapling available in creative mode)
Palm tree:
A small tree that grows in the Tropical Islands, Desert Island, and Oasis.
Sapling Recipe: one jungle sapling and one regular log.
Ash tree:
A tall tree with a thick trunk and a narrow crown of leaves, grows in Rainforests.
Sapling recipe: one Great Oak sapling and one jungle log.
Mangrove tree:
A short tree with roots that reach down through water, grows in Estuaries.
Sapling Recipe: one birch sapling and one regular log.
Autumn trees:
An oak tree with its leaves in the colors of autumn, grows in Autumn Forests.
Sapling recipe: one regular oak sapling and one dye (orange or yellow).
Evergreen Bush / Deciduous bush:
Small shrubs like the jungle shrubs. They grow in various biomes.
Sapling recipe: one pine / oak sapling and one stick (gives 2 saplings).
Ironwood Tree:
A really, really big tree. It does not spawn anywhere naturally but you can grow it yourself.
Sapling recipe: one redwood sapling, one great oak sapling, one beech sapling, one canopy tree sapling, and one block of iron.
STAND BACK as far as you can when using bonemeal or you could suffocate in the trunk.
Small Plants:
You can find all sorts of small plants around the world. They all have a use (most can be crafted into colored dyes) and can also be planted for decoration. To farm or grow more small plants, use bonemeal on one plant and it will create a few more plants of the same type around it if there is space on grass blocks nearby.
Left to Right: Yellow Planks, White Planks, Grey Planks, Red Planks, Blue Flower, Leafy Fern, White Flower, Cattail, Lavender, Raspberry Bush, Blueberry Bush, Thornbush, Cotton
Community (pictures, videos, etc):
Mod Compatiblity:
Huge thank-you to Sadris for adding API support for Forestry, Thaumcraft, and MineFactory Reloaded!
Known Compatible Mods:
Thaumcraft
Forestry
Buildcraft
Alternate Terrain Generation (ATG):
Not supported in this version of Highlands. Entire ATG compatibility code needs rewriting from scratch.
Biomes o' Plenty:
Highlands uses biome ID's 200 – 244 by default, which now will not conflict with the default biome IDs for Biomes o' Plenty. A config option in Highlands allows BoP biomes to fully generate in Highlands world types.
Mo' Creatures:
untested
MineFactory Reloaded
In theory now works, however not able to test until MFR (and COFH core it depends on) are released in some form. At this time both
Questions and Answers
A: it is located in .minecraft/config/Highlands and is named Highlands.cfg
Q: How do you install Forge / Where do you get Forge?
A: Use the latest recommended build on the Forge downloads page http://files.minecraftforge.net/. There are numerous tutorials out there for installing Forge. Google is your friend.
Q: Why am I not getting any of the biomes?
A: You need to create a world with the Highlands or Highlands Large Biomes world type.
Q: How do I grow the trees? / I planted the sapling but it's not growing?
A: read the “trees” section here. It has recipes for all of the saplings. Then, place the sapling in the world and use bonemeal or wait for the tree to grow (larger trees will require less bonemeal the longer you wait, but won't grow unless you use bonemeal on them to finish the process).
Q: I have an idea for a new biome! (or tree, sub-biome, or whatever)
A: Please post your idea here! All ideas are welcome but not all will be implemented.
Q: Why doesn't “Use Highlands Mod biomes in default worlds” in the settings do anything ?
A: Not available in the 1.7.2 Highlands, due to major changes made to Minecraft Biome generation itself.
To Install:
You must have Forge installed first. Download this mod with the link above and place the zip file in the "mods" folder. Highlands will generate a settings file the first time you run Minecraft. If you get an error, please post your crash report and a list of the mods you have installed. Use Spoiler tags.
Source / API
The Highlands API is basically just a list of all the biomes and blocks in the mod, so you can reference them for things including but not limited to using the blocks in crafting recipes or making mobs, ores, or features spawn in the biomes. There are a few methods to make it easier to add mobs to biomes as well.
SOURCE (github): https://github.com/f...tor77/Highlands
Change Log:
Rewrite/update for 1.7.2
Lots of fixes to various things that were broken/missing/crash prone.
Supports Too Many Biomes villages.
Biomes can be disabled by setting biomeID to -1, instead of having 50% more config settings.
New, unused block of biomeIDs, so far less likely to need to fiddle with the config.
Old Downloads:
http://www.minecraft.../topic/1602064/
Legal stuff
Please don't place the mod’s files anywhere else on the internet.
Please don't make money off of this mod. This includes adfly, even if it is part of a modpack.
The Highlands API is exempt from the above rules. If you are using the API, you can redistribute it with your mod, your mod can use adfly if you want.
You are welcome to use this mod in a modpack. Please give credit by linking back to this thread.
You are welcome to create servers that use this mod, and to use this mod to create worlds to use in a server, even if the server doesn't have this mod loaded.
You are welcome to post screenshots and videos of this mod.
You are welcome to create edited versions of the texture files for texture packs.
You are welcome to post links to this page anywhere.
You are welcome to edit the mod for personal use, and to make pull requests on the github.
Copy this code to your signature to get the 1st banner above:
Copy this code to your signature to get the 2nd banner above (thank you Archibald_TK for designing this banner):
Test yourself: http://www.minecraftforum.net/topic/1593407-the-master-parkpuzzle-147/#entry19565420
I'll never understand why people make these posts. Is it to spam their banner signature? Narcissism? I can't think of any other reason.
Anyway, glad to see you finally got a stable build for 1.7.2! Obligatory questions:
I think it's a genetic problem.
1. Not yet, Biomes O' Plenty does at least provide an API, but there are multiple ways to add biomes, I need to work out the best way which works.
2. Not tested with TreeCapitator, no idea how to configure it. Highlands source is on my Github if you need to find the blocknames.
3. Should work, see "Generate Biome-specific Ores" in config file.
Nope, I have to entirely rewrite ATG support, but none of the other biome mods for 1.7.2 work with ATG either.
Do you know of any compatibility issues with Tinkers Constructs or Pam's mods?
Formerly known as ORabbit around these parts.
Website: http://lightningpig333.com
Not my fault, GraveStone mod is including and out of date copy of the Highlands API, which is replacing the updated copy and crashing the mod. I'm going to yell at him for his sloppy coding, never any need to include another mod's API in the first place.
In the meantime, you can fix GraveStone by deleting the Highlands folder out of the jar.
Just the 4 colors, would use up a lot of blockIDs if every log had it's own planks/stairs/slabs.
No known issues, I have TConstruct in my dev environment as well.
Thanks. This is a very appealing mod--I will definitely be trying it out.
Formerly known as ORabbit around these parts.
It would be very very nice to have these two mods play together. :-)
I think you just have to declare the block names into their config. This was in my TreeCapacitor.cfg file for 1.6.4, I assume it's similar for 1.7, but maybe use the new naming scheme instead of ID numbers?
The ATG released for 1.7 is not a proper release. It's a dirty port from 1.6.4 and the author said a lot of things will change and the real update won't even be compatible with the dirty version.
i dont have any highland biomes in BIOMESOP..... how i can turn on generation?
Highlands {
S:modID=Highlands
B:overrideIMC=false
Acacia {
S:leaves=Highlands:tile.hl_acaciaLeaves
S:logs=Highlands:tile.hl_acaciaWood
}
Ash {
S:leaves=Highlands:tile.hl_ashLeaves
S:logs=Highlands:tile.hl_ashWood
}
Canopy {
S:leaves=Highlands:tile.hl_canopyLeaves
S:logs=Highlands:tile.hl_canopyWood
}
Fir {
S:leaves=Highlands:tile.hl_firLeaves
S:logs=Highlands:tile.hl_firWood
}
Ironwood {
S:leaves=Highlands:tile.hl_ironwoodLeaves
S:logs=Highlands:tile.hl_ironwoodWood
}
JapaneseMaple {
S:leaves=Highlands:tile.hl_japaneseMapleLeaves
S:logs=Highlands:tile.hl_japaneseMapleWood
}
Mangrove {
S:leaves=Highlands:tile.hl_mangroveLeaves
S:logs=Highlands:tile.hl_mangroveWood
}
Palm {
S:leaves=Highlands:tile.hl_palmLeaves
S:logs=Highlands:tile.hl_palmWood
}
Poplar {
S:leaves=Highlands:tile.hl_poplarLeaves
S:logs=Highlands:tile.hl_poplarWood
}
Redwood {
S:leaves=Highlands:tile.hl_redwoodLeaves
S:logs=Highlands:tile.hl_redwoodWood
}
}
yea)) now i understand,
PLZ give NEW update
version with biomesop support!!
PLZ
this biomes generate in biomesop....
Possibly the one thing I forgot to fix, not sure I didn't check. In any case I do know how to fix it, as had to do the same with my other biome mod.
I believe you just make the map in single player then upload the world folder to the server. That worked for me with Newdawn terrain gen.
Also this should work with 1.6.4 right?Nevermind, I found the 1.6.4 thread, one linked in the OP is broken.
http://www.minecraftforum.net/topic/1602064-164-forge-highlands-172-pre-release-v220pre/
Hi, Fabricator! Thanks for picking up Highlands for 1.7! I've been running Highlands on a small server for my friends and me. I've been flying around in creative mode to test if Thaumcraft biomes spawn in Highlands worlds. It's hard to say, since there's so many biomes added in Highlands. I haven't found any, though, after a good hour of flying around at high speed (oh, boy, did my buds have fun with me lagging up my server, haha -- bad choice to fly around when they were on!) I'm not sure how else to confirm if they can spawn in the world. I haven't gotten a chance to crack into Highlands' source and check it out myself, though I was planning on doing that last night and got tied up again. Keeping my eye on this thread in case anything happens to change =)
Cheers!
Quick postscriptum edit: by the way, I found a MoCreatures Wyvern biome in the highlands world. I'm not 100% sure - I mean, I still need to go back and double check when I wake back up - but I have a creeping feeling that it shouldn't be spawning wyvern biomes in the Highlands world.