Because it wasn't working when I last checked and it is now for an older version of the Forestry API. I might try again in the future but it is not high on my priorities. If someone with experience wants to take a look at the code to get it to work, go ahead.Quote from sadrisWhy is all the Forestry stuff commented out in HighlandsCompatibilityManager.java ?
(Thaumcraft API was updated to use Forge's Biome Dictionary so those methods, also commented out, are depreciated now and Thaumcraft will function fine without them)
Quote from LordEricWait, you've figured out how to rearrange sub-biomes? I've been wanting a way to do that! Can your technique put sub-biomes in vanilla biomes too?The list of rearranged biomes I'd like: Oases in vanilla deserts, Volcanoes in Alps, and all islands in vanilla oceans.
Wait, you've figured out how to rearrange sub-biomes? You're not supposed to do that! As Archibald said, it is not a miracle solution and it is basically using Biome ID conflicts to your advantage. Go ahead but be careful.
Also, I added a poll about sub-biomes since that seems to be the main subject of discussion recently. The 1.6.4 update will have no new content but I will fix the more oceans bug with default worlds and I can add islands to default oceans easily. I have some ideas for improvements for 1.7 but I want to get an idea of what you all thought first.
Another idea that I've been thinking about for a while is a separate mod that does for biomes what Mob Spawn Controls does for mobs, having settings to add any biome as a sub-biome to any other, border biomes, biome ID conflict manager, and adding any biome to any world type. Support for this idea?