We've have been running CMS to get the MoC creatures spawning everywhere in vanilla environments.
The issue seems to be that no matter how I adjust the biome config file in the CMS folder, we can't seem to get any mobs (both Vanilla or MoC) to spawn in the Highlands biomes when CMS is running.
When CMS is not running the highlands biomes are spawning horses / cracked zombies, a few cows.
We've tried using the prefix set to true and false and adjusting the biome name accordingly in the biome entity config file
From our understanding adding a biome for a particular mob should read:
SDJ64 | Highlands_Redwood Forest
or
SDJ64 | Redwood Forest
Does it care about package structure or is it case sensitive? The biomes are defined in com.sdj64.highlands.biome.HighlandsBiomes. sdj64 is lowercase in the package structure. Also are the spaces on either side of the | supposed to be there?
Is it me or does the 1.8.9 biomes generate with extreme Height. Almost all my highland biomes generate up to 200+height.
*High*lands has long been a very accurate description. Most biomes mix high and low terrain, though - there's plenty of options.
You are using the Highlands worldtype, right? The biomes are tuned for noise functions available only in the Highlands worldtype and mostly come out crazified in Default.
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Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Yea just seems the old highlands mod wasnt so extreme i mean it was but more of a gradual thing. Where as al my biomes except for vanilla of course generate very extreme. Be glad when you update RTG to use HU though zeno lol.
So what is the difference between using default, amplified, or Highlanders world generation type with this mod if this mod was sorta made to have high generated terrain?
So what is the difference between using default, amplified, or Highlanders world generation type with this mod if this mod was sorta made to have high generated terrain?
The mod is tuned to use very different noise generators than available in Default. Highlands biomes in Default are almost like normal biomes in Amplified. Highlands in Amplified - erm - well I'm sure they're, um, interesting.
This is all basically irrelevant, as they're designed to work with the Highlands noise functions, which are so different from Default that Highlands biomes in Default are almost random designs. You see nothing of the beautifully shaped mountains and interesting biotic mixes you get in the Highlands world type.
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Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Don't know how long it'll take to get a reply here, but whatever, it's worth a try. I love this mod, but it seems to be causing a small issue with any other mods I have that spawn in structures or terrain (recurrent complex and streams specifically). The structures and streams still spawn and they look fine, but they are consistently one block too low in the ground. The doors on buildings don't line up properly, or the streams enter the ocean below where they should. I'm confident that this issue has to do with Highlands, because it only occurs when I use Highlands as a world type. Default doesn't cause any issues, even with Highlands installed and spawning its own features. Any help would be appreciated!
The original modder is inactive. The RTG team is working on a port to 1.10.2, but we are just not going to be able to support older versions. We'll look at whether this happens with the port.
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!
Good work on updating to 1.8.9. I would really like to see it updated on curse as well though. It would shed more light on to a much deserving mod.
Does it care about package structure or is it case sensitive? The biomes are defined in com.sdj64.highlands.biome.HighlandsBiomes. sdj64 is lowercase in the package structure. Also are the spaces on either side of the | supposed to be there?
Man! This is awesome work! Will the 3.1.0 be on Minecraft 1.7.10?
I really need your respond.
Warm regards,
Aaron
I don't expect to port it backwards to 1.7.10, there's still 1.9 to be worked on first.
Is it me or does the 1.8.9 biomes generate with extreme Height. Almost all my highland biomes generate up to 200+height.
*High*lands has long been a very accurate description. Most biomes mix high and low terrain, though - there's plenty of options.
You are using the Highlands worldtype, right? The biomes are tuned for noise functions available only in the Highlands worldtype and mostly come out crazified in Default.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Yea just seems the old highlands mod wasnt so extreme i mean it was but more of a gradual thing. Where as al my biomes except for vanilla of course generate very extreme. Be glad when you update RTG to use HU though zeno lol.
So what is the difference between using default, amplified, or Highlanders world generation type with this mod if this mod was sorta made to have high generated terrain?
The mod is tuned to use very different noise generators than available in Default. Highlands biomes in Default are almost like normal biomes in Amplified. Highlands in Amplified - erm - well I'm sure they're, um, interesting.
This is all basically irrelevant, as they're designed to work with the Highlands noise functions, which are so different from Default that Highlands biomes in Default are almost random designs. You see nothing of the beautifully shaped mountains and interesting biotic mixes you get in the Highlands world type.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Thought Highlands was causing a crash, I was wrong. Please disregard this post.
We recently used the terrain from your mod for a video series, thank you so much for creating it, it was a blast! ^^
Don't know how long it'll take to get a reply here, but whatever, it's worth a try. I love this mod, but it seems to be causing a small issue with any other mods I have that spawn in structures or terrain (recurrent complex and streams specifically). The structures and streams still spawn and they look fine, but they are consistently one block too low in the ground. The doors on buildings don't line up properly, or the streams enter the ocean below where they should. I'm confident that this issue has to do with Highlands, because it only occurs when I use Highlands as a world type. Default doesn't cause any issues, even with Highlands installed and spawning its own features. Any help would be appreciated!
The original modder is inactive. The RTG team is working on a port to 1.10.2, but we are just not going to be able to support older versions. We'll look at whether this happens with the port.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!