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?
But in this case, the Biome IDs are probably ok and it seems to be a Biome Handler ID that is out of bounds, right?
This is the first line of code in the stack trace. The array out of bounds is the biome array, with a max of 255. I don't believe there is anything wrong with the biome handlers.
else if (BiomeGenBase.getBiomeGenArray()[k1].minHeight + BiomeGenBase.getBiomeGenArray()[k1].maxHeight < 1.3)
Highlands does mess with the rarity of certain biomes, making the "rare" vanilla biomes such as Mesa generate as normal biomes rather than in the separate hard-coded way they generate in vanilla. If BoP also does this or uses some other way to tweak biome rarity, one of the two could potentially overwrite the other. I just took a look and it should have a line to only load the custom gen layers in Highlands world type but currently it always loads them. I put a change up on Github just now for that.
java.lang.ArrayIndexOutOfBoundsException: 258
at com.sdj64.highlands.generator.layer.GenLayerShoreHighlands.func_75904_a(GenLayerShoreHighlands.java:105)
at net.minecraft.world.gen.layer.GenLayerZoom.func_75904_a(SourceFile:19)
at net.minecraft.world.gen.layer.GenLayerZoom.func_75904_a(SourceFile:19)
at net.minecraft.world.gen.layer.GenLayerSmooth.func_75904_a(SourceFile:15)
at net.minecraft.world.gen.layer.GenLayerRiverMix.func_75904_a(SourceFile:24)
at buildcraft.energy.worldgen.GenLayerBiomeReplacer.func_75904_a(GenLayerBiomeReplacer.java:46)
at buildcraft.energy.worldgen.GenLayerBiomeReplacer.func_75904_a(GenLayerBiomeReplacer.java:46)
at net.minecraft.world.biome.WorldChunkManager.func_180630_a(WorldChunkManager.java:224)
at net.minecraft.world.gen.structure.MapGenStronghold.func_75047_a(MapGenStronghold.java:85)
at net.minecraft.world.gen.structure.MapGenStructure.func_180701_a(MapGenStructure.java:52)
at net.minecraft.world.gen.MapGenBase.func_175792_a(SourceFile:28)
at com.sdj64.highlands.biome.ChunkProviderHighlands.func_73154_d(ChunkProviderHighlands.java:350)
at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:154)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:114)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:84)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:181)
at net.minecraft.world.World.func_72964_e(World.java:287)
at net.minecraft.world.World.func_175726_f(World.java:282)
at net.minecraft.world.World.func_180495_p(World.java:822)
at net.minecraft.world.World.func_175623_d(World.java:204)
at net.minecraft.world.World.func_175703_c(World.java:189)
at net.minecraft.world.WorldProvider.func_76566_a(WorldProvider.java:64)
at net.minecraft.world.WorldServer.func_73052_b(WorldServer.java:845)
at net.minecraft.world.WorldServer.func_72963_a(WorldServer.java:767)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:90)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:205)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:441)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.sdj64.highlands.generator.layer.GenLayerShoreHighlands.func_75904_a(GenLayerShoreHighlands.java:105)
at net.minecraft.world.gen.layer.GenLayerZoom.func_75904_a(SourceFile:19)
at net.minecraft.world.gen.layer.GenLayerZoom.func_75904_a(SourceFile:19)
at net.minecraft.world.gen.layer.GenLayerSmooth.func_75904_a(SourceFile:15)
at net.minecraft.world.gen.layer.GenLayerRiverMix.func_75904_a(SourceFile:24)
at buildcraft.energy.worldgen.GenLayerBiomeReplacer.func_75904_a(GenLayerBiomeReplacer.java:46)
at buildcraft.energy.worldgen.GenLayerBiomeReplacer.func_75904_a(GenLayerBiomeReplacer.java:46)
at net.minecraft.world.biome.WorldChunkManager.func_180630_a(WorldChunkManager.java:224)
at net.minecraft.world.gen.structure.MapGenStronghold.func_75047_a(MapGenStronghold.java:85)
-- Feature being prepared --
Details:
Is feature chunk: ~~ERROR~~ ArrayIndexOutOfBoundsException: 258
Chunk location: 0,-16
Chunk pos hash: -68719476736
Structure type: net.minecraft.world.gen.structure.MapGenStronghold
Stacktrace:
at net.minecraft.world.gen.structure.MapGenStructure.func_180701_a(MapGenStructure.java:52)
at net.minecraft.world.gen.MapGenBase.func_175792_a(SourceFile:28)
at com.sdj64.highlands.biome.ChunkProviderHighlands.func_73154_d(ChunkProviderHighlands.java:350)
-- Chunk to be generated --
Details:
Location: 8,-8
Position hash: -34359738360
Generator: RandomLevelSource
Stacktrace:
at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:154)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:114)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:84)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:181)
at net.minecraft.world.World.func_72964_e(World.java:287)
at net.minecraft.world.World.func_175726_f(World.java:282)
at net.minecraft.world.World.func_180495_p(World.java:822)
at net.minecraft.world.World.func_175623_d(World.java:204)
at net.minecraft.world.World.func_175703_c(World.java:189)
at net.minecraft.world.WorldProvider.func_76566_a(WorldProvider.java:64)
at net.minecraft.world.WorldServer.func_73052_b(WorldServer.java:845)
-- Affected level --
Details:
Level name: World 1
All players: 0 total; []
Chunk stats: ServerChunkCache: 0 Drop: 0
Level seed: 7326478200540666047
Level generator: ID 06 - Highlands, ver 0. Features enabled: true
Level generator options:
Level spawn location: 0.00,0.00,0.00 - World: (0,0,0), Chunk: (at 0,0,0 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: 0 game time, 0 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.world.WorldServer.func_72963_a(WorldServer.java:767)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:90)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:205)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:441)
at java.lang.Thread.run(Unknown Source)
List of loaded APIs:
* ActuallyAdditionsAPI (8) from ActuallyAdditions-1.8.9-r26.jar
* API_NEK (1.2.0) from NotEnoughKeys-1.8.9-3.0.0b1-dev-universal.jar
* BetterAchievements|API (0.1.1) from BetterAchievements-1.8.9-0.1.1.jar
* BuildCraftAPI|blocks (1.0) from buildcraft-7.2.5.jar
* BuildCraftAPI|blueprints (1.5) from buildcraft-7.2.5.jar
* BuildCraftAPI|boards (2.0) from buildcraft-7.2.5.jar
* BuildCraftAPI|core (2.1) from buildcraft-7.2.5.jar
* BuildCraftAPI|crops (1.1) from buildcraft-7.2.5.jar
* BuildCraftAPI|enums (1.0) from buildcraft-7.2.5.jar
* BuildCraftAPI|events (2.0) from buildcraft-7.2.5.jar
* BuildCraftAPI|facades (1.1) from buildcraft-7.2.5.jar
* BuildCraftAPI|filler (4.0) from buildcraft-7.2.5.jar
* BuildCraftAPI|fuels (2.0) from buildcraft-7.2.5.jar
* BuildCraftAPI|gates (4.1) from buildcraft-7.2.5.jar
* BuildCraftAPI|items (1.1) from buildcraft-7.2.5.jar
* BuildCraftAPI|library (2.0) from buildcraft-7.2.5.jar
* BuildCraftAPI|lists (1.0) from buildcraft-7.2.5.jar
* BuildCraftAPI|power (1.3) from buildcraft-7.2.5.jar
* BuildCraftAPI|recipes (3.0) from buildcraft-7.2.5.jar
* BuildCraftAPI|robotics (3.0) from buildcraft-7.2.5.jar
* BuildCraftAPI|statements (1.1) from buildcraft-7.2.5.jar
* BuildCraftAPI|tablet (1.0) from buildcraft-7.2.5.jar
* BuildCraftAPI|tiles (1.2) from buildcraft-7.2.5.jar
* BuildCraftAPI|tools (1.0) from buildcraft-7.2.5.jar
* BuildCraftAPI|transport (5.0) from buildcraft-7.2.5.jar
* CashCraftAPI (1.0) from CashCraft-mc1.8.9-2.0.0.jar
* ChiselAPI (0.0.1) from Chisel-MC1.8.9-0.0.2.6.jar
* ChiselAPI|Carving (0.0.1) from Chisel-MC1.8.9-0.0.2.6.jar
* CoFHAPI (1.8.9R1.2.0B1) from Futurepack-22.2.25.jar
* CoFHAPI|block (1.8.9R1.2.0B1) from ProgressiveAutomation-1.8.9-1.6.35.jar
* CoFHAPI|energy (1.8.9R1.2.0B1) from Fancy Fluid Storage-1.8.9-1.5.1.97.jar
* CoFHAPI|tileentity (1.8.9R1.2.0B1) from ProgressiveAutomation-1.8.9-1.6.35.jar
* commoncapabilities|api (0.0.1) from IntegratedDynamics-1.8.9-0.3.3.jar
* CraftingTweaks|API (4.1) from craftingtweaks-mc1.8.9-3.0.52.jar
* Creeper Awareness | API (2.0) from CreeperAwareness-2.0-1.8.9.jar
* Creeper Awareness | API | EVENTS (2.0) from CreeperAwareness-2.0-1.8.9.jar
* EverythingBlocksAPI (1.1.3-1.8.9) from EverythingBlocks-1.1.4-1.8.9.jar
* HydCraft|API (1.0) from HydCraft-1.8.9-3.1.82-universal.jar
* IC2API (1.0) from industrialcraft-2-2.3.185-ex18.jar
* integrateddynamics|api (0.1.0) from IntegratedDynamics-1.8.9-0.3.3.jar
* jeresources|API (0.4.0) from JustEnoughResources-1.8.9-0.4.0.jar
* journeymap|client-api (1.1) from journeymap-1.8.9-5.1.5-unlimited.jar
* journeymap|client-api-display (1.1) from journeymap-1.8.9-5.1.5-unlimited.jar
* journeymap|client-api-event (1.1) from journeymap-1.8.9-5.1.5-unlimited.jar
* journeymap|client-api-model (1.1) from journeymap-1.8.9-5.1.5-unlimited.jar
* journeymap|client-api-util (1.1) from journeymap-1.8.9-5.1.5-unlimited.jar
* JustEnoughItemsAPI (3.1.0) from jei_1.8.9-2.28.16.184.jar
* McJtyLib (1.8.9-1.8.1beta10) from mcjtylib-1.8.9-1.8.1beta10.jar
* MoarSigns|API (1.1) from MoarSigns-1.8.9-2.1.0.jar
* OpenComputersAPI|Component (6.0.0-alpha) from OpenComputers-MC1.8.9-1.6.0.2-beta.1.jar
* OpenComputersAPI|Core (6.0.0-alpha) from OpenComputers-MC1.8.9-1.6.0.2-beta.1.jar
* OpenComputersAPI|Driver (6.0.0-alpha) from OpenComputers-MC1.8.9-1.6.0.2-beta.1.jar
* OpenComputersAPI|Driver|Item (6.0.0-alpha) from OpenComputers-MC1.8.9-1.6.0.2-beta.1.jar
* OpenComputersAPI|Event (6.0.0-alpha) from OpenComputers-MC1.8.9-1.6.0.2-beta.1.jar
* OpenComputersAPI|FileSystem (6.0.0-alpha) from OpenComputers-MC1.8.9-1.6.0.2-beta.1.jar
* OpenComputersAPI|Internal (6.0.0-alpha) from OpenComputers-MC1.8.9-1.6.0.2-beta.1.jar
* OpenComputersAPI|Machine (6.0.0-alpha) from OpenComputers-MC1.8.9-1.6.0.2-beta.1.jar
* OpenComputersAPI|Manual (6.0.0-alpha) from OpenComputers-MC1.8.9-1.6.0.2-beta.1.jar
* OpenComputersAPI|Network (6.0.0-alpha) from OpenComputers-MC1.8.9-1.6.0.2-beta.1.jar
* OpenComputersAPI|Prefab (6.0.0-alpha) from OpenComputers-MC1.8.9-1.6.0.2-beta.1.jar
* PneumaticCraftApi (1.0) from PneumaticCraft-1.8.9-1.13.8-12-universal.jar
* ProjectEAPI (1.8-1) from ProjectE-1.8.9-PE1.1.4.jar
* reborncoreAPI (1.5.1.57) from RebornCore-1.8.9-1.5.1.57-universal.jar
* SchematicaAPI (1.1) from Schematica-1.8.9-1.7.7.143-universal.jar
* SchematicaAPI|Events (1.1) from Schematica-1.8.9-1.7.7.143-universal.jar
* SecurityCraftAPI (1.1) from [1.8.8] SecurityCraft v1.8.1.jar
* stellarsky|API (2.2) from Stellar Sky-0.2.2.6.jar
* StorageDrawersAPI (1.7.10-1.2.0) from StorageDrawers-1.8.9-2.6.4.jar
* StorageDrawersAPI|config (1.7.10-1.2.0) from StorageDrawers-1.8.9-2.6.4.jar
* StorageDrawersAPI|event (1.7.10-1.2.0) from StorageDrawers-1.8.9-2.6.4.jar
* StorageDrawersAPI|inventory (1.7.10-1.2.0) from StorageDrawers-1.8.9-2.6.4.jar
* StorageDrawersAPI|pack (1.7.10-1.2.0) from StorageDrawers-1.8.9-2.6.4.jar
* StorageDrawersAPI|registry (1.7.10-1.2.0) from StorageDrawers-1.8.9-2.6.4.jar
* StorageDrawersAPI|render (1.7.10-1.2.0) from StorageDrawers-1.8.9-2.6.4.jar
* StorageDrawersAPI|storage (1.7.10-1.2.0) from StorageDrawers-1.8.9-2.6.4.jar
* StorageDrawersAPI|storage-attribute (1.7.10-1.2.0) from StorageDrawers-1.8.9-2.6.4.jar
* thut|API (1.0.0) from thutcore-1.8.9-2.4.6.jar
* tis3dAPI (0.8.4.15) from TIS-3D-MC1.8.9-0.8.4.15.jar
* WailaAPI (1.3) from Waila-1.6.0-B3_1.8.8.jar
Profiler Position: N/A (disabled)
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
OptiFine Version: OptiFine_1.8.9_HD_U_H5
Render Distance Chunks: 8
Mipmaps: 4
Anisotropic Filtering: 1
Antialiasing: 0
Multitexture: false
Shaders: null
OpenGlVersion: 4.5.0 NVIDIA 353.54
OpenGlRenderer: GeForce GTX 980M/PCIe/SSE2
OpenGlVendor: NVIDIA Corporation
CpuCount: 8
As Robjinvogel said, this crash is the result of a biome being set to an ID that is too high. (maximum is 255). Highlands is configurable, you are able to set the biome IDs through the config file located in .minecraft/config/Highlands.cfg. Check if BoP has a similar config for its biomes and see if any are the same as Highlands biomes, vanilla biomes, or out of range.
Thank you for your patience, especially to everyone who's stayed on this thread waiting months for a new release. In addition to the out-of-the-box functionality (no more going to Github to compile), there are several bug fixes, to leaf decay, thorn bushes, and ocean temples! Sorry but no stairs and slabs yet.
OcAMD, the dead trees are by design. In the swamp, trees can die from flooding by rotting their roots. At least around where I live there are many dead trees in wetlands. Willows will probably not be biome-specific but grow near water in most temperate biomes.
The mod Highlands adjusts Minecraft terrain using the same parameters as customized worlds along with a few other changes that are not possible through customized world settings. This preset was adapted from the one used in Highlands with some small differences. It will generate terrain that looks identical to how the vanilla biomes look in a Highlands world, with no mods required.
The result is a realistic world with rolling hills and mountains that can be tall, but rarely have overhangs or sheer cliffs.
Sad to hear that, but well, I guess that's the way most mods go. Someone starts with a bright idea and then Minecraft code (changes) start to attack them and most of them happen to start studying or something.
Anyway, I would gladly take a 1.8.9 version!
Well, at least I would be fine with it being a little harder to collect everything.
And as long as the rest of the bugs are pretty minor and you still might be able to fix them some day, it's still a pretty neat mod. As long as I get it working together with RTG, I guess we'll have some fun with it.
Minecraft code changes are not as bad now as they once were. I've played Minecraft since alpha, and it has recently been a long time between updates compared to years ago. It's been 1.8 for a year and a half. That's an amazing improvement for modders' workloads, except that many modders had already left by then. I think that 1.9 may be the last official update (ever? at least for another year or two)...
Climate zones? I can help with that. If you're using more or less the standard GenLayer stack just move this section:
GenLayerAddSnow genlayeraddsnow = new GenLayerAddSnow(2L, genlayerremovetoomuchocean);
genlayeraddisland = new GenLayerAddIsland(3L, genlayeraddsnow);
GenLayerEdge genlayeredge = new GenLayerEdge(2L, genlayeraddisland, GenLayerEdge.Mode.COOL_WARM);
genlayeredge = new GenLayerEdge(2L, genlayeredge, GenLayerEdge.Mode.HEAT_ICE);
genlayeredge = new GenLayerEdge(3L, genlayeredge, GenLayerEdge.Mode.SPECIAL);
to below the GenLayerZoom right beneath it.
You're also welcome to use my more sophisticated climate routines, which leave snow and hot zones inland, which the vanilla routines basically can't do.
Thornbushes only players/hostiles, yes! Maybe just players, even.
The 1.8.9 BoP was suppressing BoP biomes outside the BoP worldtype. They just changed it to suppress BoP biomes in the default worldtype - just as in 2 days ago or so.
Is Highlands compatible with your Geographicraft mod? If it is, then there's no need to re-implement the functionality. It seems like it might be able to make a world with HL and BoP biomes happy with each other too. At least, similar capability was in Climate Control.
Did you see my hau thicket idea and willow model? I'm super proud of those, and want to make sure they didn't get overlooked.
I saw the hau thicket. From playing with the old Highlands, I was frustrated by how hard it was to move around the world then. I would be hesitant to introduce biomes that can only be moved through by destroying blocks. Can you post a screenshot of your willow? I would be interested in making one.
I'm going to set up my minecraft modding environment again and look things over. This isn't a promise but I will probably fix a few things when I recompile for 1.8.9, including thornbushes.
Sorry that I have been absent from Minecraft forums for the better part of half a year. I am really disappointed in myself for dropping off the face of the earth again, so to speak. Unfortunately, not much work has been done to the mod for that time (at least by me). Another contributor to Github recompiled to 1.8.9 and I can add that to the OP if you all would like.
Times change and while I would love to say that I will get working with the new version, add more biomes, and fix all the bugs, I probably won't be able to. Over the 3 and a half years since the very first pre-release of Highlands in 1.4.2, a lot has changed in my life and in Minecraft. In some ways, 1.7 was "mission accomplished" for biome mods, but as is usually the case, many people thought Mojang didn't go far enough. But it (and 1.8's changes) did mean that many of the better biome mods died out with the enormous amount of work required to update. For this re-release of Highlands, life threw me a bone (I got a summer job teaching Java, so this was a perfect skills refresher) but after that it was back to as before.
Here are a few more thoughts:
- Ideally, Highlands would have more trees and plants, and more overlap between its biomes and between vanilla biomes to make a smoother world. If I knew how, I would reduce the size of the climate zones a bit so it's easier to collect all of the different kinds of plants and saplings.
- The ring around the ocean temple could be caused by them spawning in Deep Ocean rather than regular Ocean. Or the sea level change (sea level is slightly higher in Highlands).
- Thornbushes could easily be made to only damage the player (and hostile mobs?).
- There's a persistent leaf decay bug that probably has a few causes. New wood blocks not properly "pairing" to leaves, bigger trees leaving some leaves outside of 4 blocks away, maybe other causes.
- If you want to use Highlands with BoP, you could always use a standard world type if the Highlands world type messes up BoP biomes.
I mean, seriously, how? They're just so much better than vanilla.
This effect in Grey Mountains with thick forests at lower altitudes and almost bare peaks is great too:
*snip*
Thank you for the compliments! The terrain generator was changed using a method very similar to the customized world type. The values are similar to Mountains o Many or some of the other realistic or mountainous custom world settings that people have created.
Some biomes have generation features that depend on height. Both Grey Mountains and Alps have it, but it is of course more noticeable in Grey Mountains. Adirondacks also has height dependent generation with 3 height layers instead of two. I actually didn't touch the temperature map, though I could have used that to determine the vegetation it currently just looks at height.
Sorry about the items, though I never encountered any problems with the creative inventory I believe I know what's happening and it can be fixed. Also, leaf decay has to be revisited again, the problems are not consistent at all but occasionally whole forests get switched to decayable = false and check decay = false. I haven't had as much time recently as before (college started up) but I'll try to finish the wooden stairs and slabs and fix those bugs soon.
I have yet to wander the land very far so can't comment on the mountains but managed to check some of the trees, here are my observations so far:
- Bamboo and Aspen that were spawned naturally in the wild had a lot of leaves (but for some reason not all of them?) that had both check_decay and decayable as false.
Edit- I actually found other Bamboos and Aspen elsewhere and these ones happen to have everything as "true". I don't understand
- Natural Fir, Redwood, Eucalyptus and Palm trees don't have that issue.
- Trees that are spawned by the player don't have that issue and have both options as true.
- Trees that are spawned by the player still lose their leaves immediately after, which brings me to the next question:
- Vanilla trees that are spawned by the player have check_decay as false while the Highlands ones have it as true, could it be the reason for your trees losing their leaves?
As usual thanks for your work.
Interesting that you bring that up because as I was getting leaf decay to work in the first place it wouldn't work with that as false. I think it might have to do with the leaves or logs not properly updating adjacent leaves back to true when you cut down the tree. On a newly generated world all the ones I've seen start as true for both. You're right, Highlands trees are bigger than vanilla minecraft ones and some might have leaves too far from the trunk to be counted as supported, and they lose those right away when you plant them. Thanks for the help.
Wood now correctly smelts into charcoal. Wooden stuff burns in a furnace for the correct amount of time.
Planks craft into oak stairs and slabs (placeholder until they get their own stairs and slabs)
Change to mountain generation - different chunk generator parameters and foothills biomes to smooth the transition to tall mountains.
Tall mountain biomes lowered slightly
Regular Taiga now has rare mega trees instead of really common mega trees.
Highlands plants and saplings use CanSustainPlant instead of checking for dirt specifically, should work with modded dirt.
New stuff:
Dunes biome and Dune Grass plant
Mountain foothills
Outstanding bugs:
I couldn't reproduce the leaf decay bug, and leaf decay works fine for me in testing. Let me know if it's still broken for you. If it is broken, look at a leaf with F3 open and see if it says "check-decay = false" or "decayable = false". These should both be true.
Rivers are still annoyingly narrow, rapids not added yet.
Please post what you think about the new mountains. Are they better or worse than the last version?
The leaves on the trees don't seem to despawn at all after the trees are cut down(as far as poplar trees are concerned). You can't use the logs for firewood or to turn wood into charcoal. There is no way yet to turn modded tree's planks into stairs or halfslabs. Is there a way to fix that? Also, can this mod be compatible with Worms mod so that I'd be able to get grubs from those trees as well? I've already asked the mod creator of Worms mod the same question just to make sure I cover all the bases.
I thought I fixed that problem with the leaves. I'll test again more thoroughly. Wooden stuff like stairs, slabs, and fences are coming. Sorry, I forgot the furnace recipes in this version, they will be there in the next release. Worms mod looks like it updated yesterday to include compatiblity, so you're in luck.
Some feedback after traveling the world for some time:
- First a small bug report, when planted by the player, trees will start loosing their leaves the moment they grows (pretty dramatic results for Palm trees).
- Regarding mountains, while at first I found them pretty interesting, I quickly became overwhelmed by their huge size. There are a lot of these biomes, and they are very very tall, like if they weren't really moderately sized mountains but they immediately start going for the sky instead. IMO it makes the biomes less beautiful to the eye.
The old Alps for example were full of Fir trees and shrubs, while the new ones look like the old Snow Mountains, with rare trees trying to grow where they can. Grey Mountains, Pinelands (thought it may be due to the proximity of other tall biomes) or Adirondacks rise so suddenly toward 256 that these biomes main feature feel like the giant cliff wall.
I like the idea of gigantic mountains as I'm sure many other players do, but do you think it could be possible to tone down the extreme world generation a little so that they are a rare occurrence, and that more biomes use instead less extreme generation (I think the Tropical Hills/Poplar Hills use the kind of generation I'm talking about)?
That was just my opinion of course. Keep up the good work!
Yeah, I want to tone down the cliffs too. I'm still fiddling with the settings in the Highlands world type to find the best balance of flat enough to navigate in Survival, but realistic-ish looking tall mountains still exist. I will introduce foothills biomes that generate lower and hopefully blend the transition for super tall mountain biomes.
Also, what's up with the raspberry and blueberry bushes?
I don't know, what's up with them? Are the textures switched? Or are you confused that you didn't get berries out of them? Soon there will be a recipe to craft berry bushes into berries.
Thanks for the suggestions, all. That video is great, thanks for the review!
For more items, I might add some exploration focused items and equipment and of course berries and other items that can be crafted from the plants.
Rivers will be difficult, I looked at them specifically trying to make them wider so there was at least some water when a river generates between two tall mountain biomes. I might be able to add rapids with flowing water but specifically one-way currents will be difficult to start from scratch on and I have other things that I would rather do first. I could give the streams and rivers mod developer a call.
Thanks for the suggestion with supporting plants, it was an easy fix in the code and it will be in the next updated version. If you know of a specific mod for 1.8 that had this issue with the current Highlands I would be happy to download it and test to make sure it's fixed for the next release.
Yes, use the Highlands LB world type. You can also change the biome sizes (default is 4 for regular, 6 for large biomes) in the config file. Biome size 5 is really nice but if you love love love giant biomes, you can go with 7 or higher. Each +1 doubles biome size.
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I don't expect to port it backwards to 1.7.10, there's still 1.9 to be worked on first.
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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?
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This is the first line of code in the stack trace. The array out of bounds is the biome array, with a max of 255. I don't believe there is anything wrong with the biome handlers.
else if (BiomeGenBase.getBiomeGenArray()[k1].minHeight + BiomeGenBase.getBiomeGenArray()[k1].maxHeight < 1.3)
Highlands does mess with the rarity of certain biomes, making the "rare" vanilla biomes such as Mesa generate as normal biomes rather than in the separate hard-coded way they generate in vanilla. If BoP also does this or uses some other way to tweak biome rarity, one of the two could potentially overwrite the other. I just took a look and it should have a line to only load the custom gen layers in Highlands world type but currently it always loads them. I put a change up on Github just now for that.
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As Robjinvogel said, this crash is the result of a biome being set to an ID that is too high. (maximum is 255). Highlands is configurable, you are able to set the biome IDs through the config file located in .minecraft/config/Highlands.cfg. Check if BoP has a similar config for its biomes and see if any are the same as Highlands biomes, vanilla biomes, or out of range.
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1.8.9 has officially arrived!
Thank you for your patience, especially to everyone who's stayed on this thread waiting months for a new release. In addition to the out-of-the-box functionality (no more going to Github to compile), there are several bug fixes, to leaf decay, thorn bushes, and ocean temples! Sorry but no stairs and slabs yet.
OcAMD, the dead trees are by design. In the swamp, trees can die from flooding by rotting their roots. At least around where I live there are many dead trees in wetlands. Willows will probably not be biome-specific but grow near water in most temperate biomes.
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The mod Highlands adjusts Minecraft terrain using the same parameters as customized worlds along with a few other changes that are not possible through customized world settings. This preset was adapted from the one used in Highlands with some small differences. It will generate terrain that looks identical to how the vanilla biomes look in a Highlands world, with no mods required.
The result is a realistic world with rolling hills and mountains that can be tall, but rarely have overhangs or sheer cliffs.
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Minecraft code changes are not as bad now as they once were. I've played Minecraft since alpha, and it has recently been a long time between updates compared to years ago. It's been 1.8 for a year and a half. That's an amazing improvement for modders' workloads, except that many modders had already left by then. I think that 1.9 may be the last official update (ever? at least for another year or two)...
Is Highlands compatible with your Geographicraft mod? If it is, then there's no need to re-implement the functionality. It seems like it might be able to make a world with HL and BoP biomes happy with each other too. At least, similar capability was in Climate Control.
I saw the hau thicket. From playing with the old Highlands, I was frustrated by how hard it was to move around the world then. I would be hesitant to introduce biomes that can only be moved through by destroying blocks. Can you post a screenshot of your willow? I would be interested in making one.
I'm going to set up my minecraft modding environment again and look things over. This isn't a promise but I will probably fix a few things when I recompile for 1.8.9, including thornbushes.
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Hello all,
Sorry that I have been absent from Minecraft forums for the better part of half a year. I am really disappointed in myself for dropping off the face of the earth again, so to speak. Unfortunately, not much work has been done to the mod for that time (at least by me). Another contributor to Github recompiled to 1.8.9 and I can add that to the OP if you all would like.
Times change and while I would love to say that I will get working with the new version, add more biomes, and fix all the bugs, I probably won't be able to. Over the 3 and a half years since the very first pre-release of Highlands in 1.4.2, a lot has changed in my life and in Minecraft. In some ways, 1.7 was "mission accomplished" for biome mods, but as is usually the case, many people thought Mojang didn't go far enough. But it (and 1.8's changes) did mean that many of the better biome mods died out with the enormous amount of work required to update. For this re-release of Highlands, life threw me a bone (I got a summer job teaching Java, so this was a perfect skills refresher) but after that it was back to as before.
Here are a few more thoughts:
- Ideally, Highlands would have more trees and plants, and more overlap between its biomes and between vanilla biomes to make a smoother world. If I knew how, I would reduce the size of the climate zones a bit so it's easier to collect all of the different kinds of plants and saplings.
- The ring around the ocean temple could be caused by them spawning in Deep Ocean rather than regular Ocean. Or the sea level change (sea level is slightly higher in Highlands).
- Thornbushes could easily be made to only damage the player (and hostile mobs?).
- There's a persistent leaf decay bug that probably has a few causes. New wood blocks not properly "pairing" to leaves, bigger trees leaving some leaves outside of 4 blocks away, maybe other causes.
- If you want to use Highlands with BoP, you could always use a standard world type if the Highlands world type messes up BoP biomes.
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Thank you for the compliments! The terrain generator was changed using a method very similar to the customized world type. The values are similar to Mountains o Many or some of the other realistic or mountainous custom world settings that people have created.
Some biomes have generation features that depend on height. Both Grey Mountains and Alps have it, but it is of course more noticeable in Grey Mountains. Adirondacks also has height dependent generation with 3 height layers instead of two. I actually didn't touch the temperature map, though I could have used that to determine the vegetation it currently just looks at height.
Sorry about the items, though I never encountered any problems with the creative inventory I believe I know what's happening and it can be fixed. Also, leaf decay has to be revisited again, the problems are not consistent at all but occasionally whole forests get switched to decayable = false and check decay = false. I haven't had as much time recently as before (college started up) but I'll try to finish the wooden stairs and slabs and fix those bugs soon.
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Interesting that you bring that up because as I was getting leaf decay to work in the first place it wouldn't work with that as false. I think it might have to do with the leaves or logs not properly updating adjacent leaves back to true when you cut down the tree. On a newly generated world all the ones I've seen start as true for both. You're right, Highlands trees are bigger than vanilla minecraft ones and some might have leaves too far from the trunk to be counted as supported, and they lose those right away when you plant them. Thanks for the help.
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New version 3.03a!
Fixes:
Wood now correctly smelts into charcoal. Wooden stuff burns in a furnace for the correct amount of time.
Planks craft into oak stairs and slabs (placeholder until they get their own stairs and slabs)
Change to mountain generation - different chunk generator parameters and foothills biomes to smooth the transition to tall mountains.
Tall mountain biomes lowered slightly
Regular Taiga now has rare mega trees instead of really common mega trees.
Highlands plants and saplings use CanSustainPlant instead of checking for dirt specifically, should work with modded dirt.
New stuff:
Dunes biome and Dune Grass plant
Mountain foothills
Outstanding bugs:
I couldn't reproduce the leaf decay bug, and leaf decay works fine for me in testing. Let me know if it's still broken for you. If it is broken, look at a leaf with F3 open and see if it says "check-decay = false" or "decayable = false". These should both be true.
Rivers are still annoyingly narrow, rapids not added yet.
Please post what you think about the new mountains. Are they better or worse than the last version?
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I thought I fixed that problem with the leaves. I'll test again more thoroughly. Wooden stuff like stairs, slabs, and fences are coming. Sorry, I forgot the furnace recipes in this version, they will be there in the next release. Worms mod looks like it updated yesterday to include compatiblity, so you're in luck.
Yeah, I want to tone down the cliffs too. I'm still fiddling with the settings in the Highlands world type to find the best balance of flat enough to navigate in Survival, but realistic-ish looking tall mountains still exist. I will introduce foothills biomes that generate lower and hopefully blend the transition for super tall mountain biomes.
I don't know, what's up with them? Are the textures switched? Or are you confused that you didn't get berries out of them? Soon there will be a recipe to craft berry bushes into berries.
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Thanks for the suggestions, all. That video is great, thanks for the review!
For more items, I might add some exploration focused items and equipment and of course berries and other items that can be crafted from the plants.
Rivers will be difficult, I looked at them specifically trying to make them wider so there was at least some water when a river generates between two tall mountain biomes. I might be able to add rapids with flowing water but specifically one-way currents will be difficult to start from scratch on and I have other things that I would rather do first. I could give the streams and rivers mod developer a call.
Thanks for the suggestion with supporting plants, it was an easy fix in the code and it will be in the next updated version. If you know of a specific mod for 1.8 that had this issue with the current Highlands I would be happy to download it and test to make sure it's fixed for the next release.
1
Yes, use the Highlands LB world type. You can also change the biome sizes (default is 4 for regular, 6 for large biomes) in the config file. Biome size 5 is really nice but if you love love love giant biomes, you can go with 7 or higher. Each +1 doubles biome size.
0
Get the download for the preview version here: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2494877-highlands-uncharted-territory-finally-for