Yes to both, thought it's only new trees and plants.
I can't manage to disable biomes. When I try, the config gets regenerated, and when I set it to read-only Highlands just ignores it.
Rollback Post to RevisionRollBack
You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
I do not encounter that issue, config is not regenerated and disabled biomes are truly disabled in game.
I'm using Forge 1232 if that helps.
Hmm. I'm using 1230. Next world I'll try 1236 and see if that helps. I'll stick with what I've got for this world, don't want to create chunk walls.
Rollback Post to RevisionRollBack
You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
I'm trying to use this on my server that uses a private modpack i'm working on. I can get Highlands to load perfectly fine in SSP, the server boots up just fine. However, i get the following crash whenever I or my testers try joining the server: http://pastebin.com/0kDmdxxZ
Any ideas on how to resolve this issue? We are using HIGHLANDSLB as the world-gen type on the server.
Thanks,
EDIT: nevermind, i was blind to a small line that made all the difference. I had to upgrade INPureCore to the latest version and it works as needed, now.
2. do you guys like the custom blocks a lot? is it worth keeping them? (because it's a lot of work to keep them compatible with all those other mods)
Only bug I can think of is excessively tall worldgen. I can post pictures if you want. I also have a problem of the config not being read, but I think that's outdated Forge. I'm planning to update it once I've explored far enough to not have to worry about chunk walls.
I actually do like the custom blocks. The woods look really cool. I'd be okay with losing the plants, but only because I haven't been able to propagate them anyway.
Rollback Post to RevisionRollBack
You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
You should keep the custom blocks at least for 1.7.10 updates, because if you take them out anybody who's had them in their world can't update. If it's a lot of work, you could reasonably drop them for 1.8 because a lot of the time worlds can't be updated across version boundaries because some mod either got dropped or didn't provide an upgrade path.
I know there have been a lot of complaints about biome placement, like vanilla biomes not being disabled and no Thaumcraft biomes, but I don't have any experience myself since I use my own mod for biome placement.
It's not a bug per se, but I agree with LordEric that many of the biomes are too rugged in 1.7. I really noticed Steppe because I had one very near my spawn in both a 1.6 and a 1.7 world. The 1.6 one was perfect but the scattered mountains in 1.7 were way too "crazified". Badlands and Tall Pines also spring to my mind as problematic. It may not be a change to Highlands, because the underlying terrain noise was changed in 1.6-> 1.7 and that will have changed how a given set of parameters will work.
It would be nice to re-adjust the terrain parameters although that kind of thing is a lot of work because there's a lot of experimentation. One option would be to add configs for the terrain parameters and let interested users try adjusting them for you. Another option would be to make the terrain parameters accessible to outside code with public getters and setters and find somebody else to to an add-on mod to alter the parameters.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
That's probably a bug in GenLayerShoreHL where it has to decide whether something is on the shore or not. It's a messy routine (problems inherited from the vanilla version) and I've had lots of headaches with mine too.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
What are the differences between using this as new biomes in a normal world, versus using this as a new world type? That issue with ice plains vs cold beach, as well as the comments about hilly-ness are the first things that come to mind.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
2. do you guys like the custom blocks a lot? is it worth keeping them? (because it's a lot of work to keep them compatible with all those other mods)
Thaumcraft biomes dont spawn at all with this version of Highlands. Other mod biomes probably dont either, but i know that thaumcraft doesnt. This means no taint biome and no magical forest biome currently.
For the record the reason I didn't reply to Ted80's PM, is I don't trust him (sorry).
It's a long story, but involves the mass deletion of content and features from BoP simply to avoid updating it, including code I had only recently rewritten. When I asked for permission to use the deleted code I wrote, as a separate mod I was abused by the current team and totally ignored by Ted.
Suffice to say, if I could have found a mod programmer with the skills and dedication to take over Highlands I would have.
Ahem, as for the Highlands mod itself, I probably fixed the Cold Beach bug months ago. Just was so fed up with Minecraft at the time I didn't spend the 2-3 days needed to properly test it. Having one of my hard drives almost cark it before I could copy everything off didn't help.
Heck I don't even play the game, was hanging on for RedPower 2 for 1.7.x, which as we all know will never happen.
The 3rd party mod biomes is the problem to deal with after I'm sure I've fixed the biome layer bugs. As the extra Forge methods were only added half way through 1.7.10, so I'd have to create an entire extra dev environment for that, and seperate 1.7.10 release.
As for the multiworld API, it's a Forge design flaw that prevents me releasing that. It's not easy to distribute these API packages, you need a SVN server to host the files, if you ever want it working in Eclipse, even for me.
If anyone, including Ted80, wants to help, simply find me a proper beta tester. Simply test the mod and tell me if it works y/n, what seeds you used, what coords etc. The last person that offered to do this went AWOL, without doing anything.
For the record the reason I didn't reply to Ted80's PM, is I don't trust him (sorry).
It's a long story, but involves the mass deletion of content and features from BoP simply to avoid updating it, including code I had only recently rewritten. When I asked for permission to use the deleted code I wrote, as a separate mod I was abused by the current team and totally ignored by Ted.
I have no idea what you're talking about, I haven't been working on bop for over a year now.
Quote from ted80next
2. do you guys like the custom blocks a lot? is it worth keeping them? (because it's a lot of work to keep them compatible with all those other mods)
Wow, delete happy much ?
It's just the APIs for Thaumcraft, MFR, Forestry all you do is import them.
Oh by the way I did ask for permission to use those APIs, unlike some.
Guess what, the Multiworld API is copyrighted, and not open source. You're in a lot of hot water already.
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I can't manage to disable biomes. When I try, the config gets regenerated, and when I set it to read-only Highlands just ignores it.
Hmm. I'm using 1230. Next world I'll try 1236 and see if that helps. I'll stick with what I've got for this world, don't want to create chunk walls.
Or should I just copy over a single player world and use that on the server?
I'm trying to use this on my server that uses a private modpack i'm working on. I can get Highlands to load perfectly fine in SSP, the server boots up just fine. However, i get the following crash whenever I or my testers try joining the server: http://pastebin.com/0kDmdxxZAny ideas on how to resolve this issue? We are using HIGHLANDSLB as the world-gen type on the server.Thanks,EDIT: nevermind, i was blind to a small line that made all the difference. I had to upgrade INPureCore to the latest version and it works as needed, now.
1. what bugs do I need to fix?
2. do you guys like the custom blocks a lot? is it worth keeping them? (because it's a lot of work to keep them compatible with all those other mods)
Only bug I can think of is excessively tall worldgen. I can post pictures if you want. I also have a problem of the config not being read, but I think that's outdated Forge. I'm planning to update it once I've explored far enough to not have to worry about chunk walls.
I actually do like the custom blocks. The woods look really cool. I'd be okay with losing the plants, but only because I haven't been able to propagate them anyway.
Please fix the "Placing biome ocean" spam in server logs. Thanks!
THANK YOU!
Yes, Please fix the excessive SPAM of items being placed into the world. Its lags our server down terribly!
Please Fix - thank you.
I know there have been a lot of complaints about biome placement, like vanilla biomes not being disabled and no Thaumcraft biomes, but I don't have any experience myself since I use my own mod for biome placement.
It's not a bug per se, but I agree with LordEric that many of the biomes are too rugged in 1.7. I really noticed Steppe because I had one very near my spawn in both a 1.6 and a 1.7 world. The 1.6 one was perfect but the scattered mountains in 1.7 were way too "crazified". Badlands and Tall Pines also spring to my mind as problematic. It may not be a change to Highlands, because the underlying terrain noise was changed in 1.6-> 1.7 and that will have changed how a given set of parameters will work.
It would be nice to re-adjust the terrain parameters although that kind of thing is a lot of work because there's a lot of experimentation. One option would be to add configs for the terrain parameters and let interested users try adjusting them for you. Another option would be to make the terrain parameters accessible to outside code with public getters and setters and find somebody else to to an add-on mod to alter the parameters.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Temp fix until its fixed mod side
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2104582-forge-highlands-2-2-2-updated-september-20?page=13#c253
Thaumcraft biomes dont spawn at all with this version of Highlands. Other mod biomes probably dont either, but i know that thaumcraft doesnt. This means no taint biome and no magical forest biome currently.
The placing biome and cocoa bean spam in logs please! (temp fix here - http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2104582-forge-highlands-2-2-2-updated-september-20?page=13#c253)
It's a long story, but involves the mass deletion of content and features from BoP simply to avoid updating it, including code I had only recently rewritten. When I asked for permission to use the deleted code I wrote, as a separate mod I was abused by the current team and totally ignored by Ted.
Suffice to say, if I could have found a mod programmer with the skills and dedication to take over Highlands I would have.
Ahem, as for the Highlands mod itself, I probably fixed the Cold Beach bug months ago. Just was so fed up with Minecraft at the time I didn't spend the 2-3 days needed to properly test it. Having one of my hard drives almost cark it before I could copy everything off didn't help.
Heck I don't even play the game, was hanging on for RedPower 2 for 1.7.x, which as we all know will never happen.
The 3rd party mod biomes is the problem to deal with after I'm sure I've fixed the biome layer bugs. As the extra Forge methods were only added half way through 1.7.10, so I'd have to create an entire extra dev environment for that, and seperate 1.7.10 release.
As for the multiworld API, it's a Forge design flaw that prevents me releasing that. It's not easy to distribute these API packages, you need a SVN server to host the files, if you ever want it working in Eclipse, even for me.
If anyone, including Ted80, wants to help, simply find me a proper beta tester. Simply test the mod and tell me if it works y/n, what seeds you used, what coords etc. The last person that offered to do this went AWOL, without doing anything.
I have no idea what you're talking about, I haven't been working on bop for over a year now.
Wow, delete happy much ?
It's just the APIs for Thaumcraft, MFR, Forestry all you do is import them.
Oh by the way I did ask for permission to use those APIs, unlike some.
Guess what, the Multiworld API is copyrighted, and not open source. You're in a lot of hot water already.