• 0

    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Quote from sadris
    Why is all the Forestry stuff commented out in HighlandsCompatibilityManager.java ?
    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.
    (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 LordEric
    Wait, 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?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Quote from Durin1978

    problem solved... the low ocean level was because of a mod called "World and generation tweaks"...

    BTW can you make cactus spawn in dunes biome?

    I might add cactus to the edge of oasis. Dunes was meant to be completely barren.

    Quote from EvgenijM86

    How do I enable 256 height mountains? The ones I encountered (after flying for 10 minutes in 1 direction) are 128 at most.

    256 height mountains are only found in the Snow Mountains, Rock Mountains, and Desert Mountains biomes. All others are still only up to 128.
    Posted in: Minecraft Mods
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    posted a message on 1.7 Screenshots and Discussion!
    Ice Mountains is not a new biome, it has existed for a long time, at least as far back as 1.4.2 ish. At least that is how long I have been modding and it is in the source code.

    I will have to say I absolutely love the Mesa biome. The layers of hardened clay are such an amazing feature, I never would have thought of that. The snow only on higher mountains in Extreme Hills is also amazing too, it's something I've wanted for a long time.

    One thing I have noticed is that there are too many forests now? Of the added biomes, 5 are forests, Extreme Hills has been made more forest-y, and Savannah has some trees too. The Ice Spikes biome also has tree-like structures. Overall there is a lack of open space. Also, a lack of flat ground anywhere on Amplified worlds.

    Despite these criticisms, I will have to say that Mojang has made something amazing. This update is better than most mod biomes (yes, even some of mine. I still think my trees are better though :Notch: ).
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Quote from Ouatcheur


    Superb mod!!!



    #1 - Any chance of getting stairs and slabs for the various planks?

    That would be really cool !!

    Even better if, instead of a mere recoloring of the standard oak planks, what if some or all of the new wood types used custom planks textures. That would make the mod, already plaesing to explorers, also a boon builders too. In any case, each tree should definitely have it's "own" logs, leaves, and planks. ideally, pre-init registered so that any mod able to use planks would also automatically be able to automatically use your planks (don't know it that is a Forge thing or a Minecraft thing though).




    #2 - I wasn't able to make the redwood saplings grow at all. Neither naturally or with tons of bonemeal, like over 30 on a single try!? All that, despite using many different KINDS of tries using all kinds of saplings formations (single, 2x2, 3x3, and 5x5 without the corners same as the redwood tree's base) . Am I missing anything special here?

    Considering normal tree growth conditions ...

    --> Either 2-5 Bonemeals, or approx 30 minutes (random average).

    ... Just what special extra-conditions (or different amounts of those conditions) are needed here, exactly, in order to make each of these new trees grow?

    Maybe the amount of saplings needed show grow along the tree size, following a bit the logic already found in vanilla:

    1 sapling, for normal trees
    2x2 = 4 saplings, for giant trees (like the vanilla jungle tree)

    (and by extension:)

    3x3 = 9 saplings, for "really big" giant trees (like the redwood)
    "5x5 minus the 4 corners" = 21 saplings, for "extremely colossal" giant trees (like the ironwood)

    Maybe the saplings could be planted 1 "texture pixel" lower than normal (i.e. sunken 1 texture pixel into the ground) (that would need to be resolved using a different damage value though), and then using bonemeal makes the sapling back up "not-sunken" to normal height , it's base now flush with the ground intead of sunk 1 pixel inside it. Then and only then, when all the saplings in a 2x2, 3x3 or 5x5 formation are at that "normal height", would using the usual 2-5 Bonemeal (like any other tree) on the central sapling (or any corner in the case of a 2x2 matrix) be able to grow the tree normally. Otherwise, the bonemeal particles are say either dark grey or middle-greyish-slightly-green, instead of bright green, to show that something is wrong (dark grey = wrong sapling formation, and medium-grey-slighty-green means good formation, but not all saplings in it got bonemealed first). This would give player immediate feedback of his progress and a "hint". Giant trees would thus require 6-9, or 11-14, or 23-26 Bonemeals to grow, depending on wether it needs a 2x2, 3x3, or "5x5minuscorners" saplings matrix base, but at least the player would be able to SEE that what he is doing actually does something.

    Also, instead of using different item IDs, the trees should try to "compact" using as least item IDs as possible using the different damage values (16 values possible per item ID) in order to distinguish in between them instead? Say item ID X would be for tree logs, then 1001:3 could be for say Acacia (just an example), then item 1002:3 should be for Acacia Leaves, and 1003:3 for Acacia Planks, however for Acacia slabs and stairs since the metadata is used for orientation, separate item IDs are probably still needed for these.




    #3 - It is too easy to get all the trees.

    IMHO I don't quite like being able to craft saplings recipes directly from other saplings. It feels weird and cheapens the value of exploration, which is this mod's main point. Also, as soon as you have all 4 basic trees (I am assuming you use "pine saplings" in those recipes to actually mean " spruce saplings" instead?), then you also automatically gain ALL of the trees in the mod, without needing to explore at all.

    IMHO:

    Crafting recipes for saplings can be there but as a "last resort" tool for when exploration totally failed.

    This occurs less rarely than one might think on multiplayer servers, especially if the map is limited and small, however the stong point of serves is to encourage trading between players or the server can sell needed items, so it is not THaT big of a limitation even then, so in any case the recipe cost should be very high.

    The way I see it, it would rather the "fill in the gap for any missing trees" path would go through using magic.

    You make a Signed Book and Quill with a title like this:

    "Redwood Sapling"

    (EXACTLY the name of the sapling, but not case sensitive. All mod saplings + the vanilla ones should be supported)

    Then you place that Signed Book in the enchantment table. Then, instead of having 3 enchantment choices listed, you get only 1. The experience level cost is usually a full 30 levels but may be less for trees requiring multiple saplings to grow -- for example, if a redwood tree needs 3x3=9 saplings, then asking for 270 levels is too much, and a price of 20 levels instead - which amount to less than half the experience or 30 levels, in fact, is a much more reasonable price. It must not be so cheap that it is becomes simpler to just grind for experience than to go explore or try to trade using server community / capabiltiies. This should be a "last resort" thing, after all, if included at all, not a replacement destined to be easier. Then upon enchanting, instead of getting an Enchanted book, you get the 1 sapling.

    While it may seem very costly, remember it is a last resort. In order of preference it should be: a) explore for it yourself; B) trade with other players; c) use magic to get what you couldn't possibly have otherwise; d) a crafting recipe.

    If enchanting is too complicated, then I suggest using a very costly crafting recipe instead, maybe using diamond blocks (a mere 1 diamond is way too cheap for a "last resort" recipe -- after all, for many trees only 1 sapling is required to start your infinite farming) or a special new item: 1 Bonemeal surrounded by 8 Lapis Lazuli blocks = 1 Sapling Seed (this would be a bit arbitrary but at least give another use to Lapis), which would then become the central item in the crafting recipe for the Sapling (any wooden block placed under, and other saplings placed above and maybe all the top row + both sides for the bigger trees).






    #3 - Me and my girlfriend it took use quite a while to get used to the way one can grow plants in the game. At least it works consistently with all of the smaller plants, which is a big boon to this mod. But instead of making it seemingly quite random, why not:

    + Maybe have each bonemeal produce a bit LESS of the plant, on average, with a minimum of 1? Using bonemeal and it having seemingly no effect at all is confusing as hell. Also, when using bonemeal in vanilla you usually get a lot of "worthless" grass (whgich you then have to cut down if you want to try again) and at the same time you don't get as many flowers, so the way you do it is way more "powerful" than in vanilla.

    while also at the same time:

    + Either of the 3 following options would be good:

    a- Just do it like for flowers in vanilla: hand-harvesting always work and you never "lose" the plant.

    b- Just do it like for ferns grass and dead bushes in vanilla: Harvesting the plant 100% of the time when using shears, and never when using hands (or anything else). Optionally, harvesting by hand (or whatever that is not shears) is not "nearly instantaneous", but takes "nearly a full 1 second", just the same as when a player is "using the wrong tool" when breaking wood stone dirt etc.

    c) Harvesting the plant 100% of the time is it was naturally spawned or when using shears, 50% of the time otherwise (player-placed and not using shears).

    A combination also works: option "a" for "flowers", and option "b" for things like ferns bushes etc. In short: that would makintg it as close to how "vanilla" logic work as can be humanly possible. Take the plant (or plants) that, in Minecraft ,are the closest possibles to the one added, and make the one added, as a base, work the same way for both growing methods (natural + bonemeal). Slight exceptions are ok.

    Given that most new flowers in 1.7 vanilla will likely produce *2* dies, having your 1-die plants be balanced like I am suggesting is not a big problem and would seem a bit less confusing than this '"random harvesting" where you actually get the harvested plant only seeemingly half of the time.





    #4 - How about either removing the shrubland biome entirely, *OR* making a LOT more of those "border" biomes? Because presently it is Shrubland here, Shrubland there, Shrubland everywhere! While exploring we get to cross one Shrubland transition biome at what seems like every other pair of biomes borders we find, which doesn't help at all the feel of exploring, nor the overall variety of the scenery.

    Maybe it works ok if ONLY the Highlands biomes mod is added, because we also use Biomes O Plenty (we had to change the iome IDs though to avoid biomes conflict - sadly). So the least the Highlands mod could do is treat any "unknown" biome as being "compatible by default", in order to avoid putting the Shrubland transition biomes everywhere! Also HL could be a bit more "generous" with what it considers "sufficiently compatible biomes" to help cut down on the seemingly omnipresent Shrubland transitions.

    EVEN without any other mod "in the way", this kind of articificial transition biome definitely should not occur all the time even when 2 biomes are categorized as "too different". It can be fun to sometimes have the Shrubland biome, yes, but it is good to sometimes be able to see 2 very different biomes next to each other WITHOUT forcibly also having the Shrubland biome standing as an eternal scenery watchdog in between them each and every time. Sudden climate or geographical transitions are not realistic, but so what, Minecraft is made to be fun not realistic, and variety adds spice. Realism is great as a good baseline foundation, yes, as long as it doesn't impende the play experience. And having Shrubland biomes appearing so frequently DOES limit the enjoyment of this mod. So either drastically reduce the odds of the Shrubland being there, and/or add a LOT more transition biomes maybe. And aso allow "having no transition biome at all, simply go directly straight to the other biome" also as a valid non-rare transition possibility, too, if only for variety's sake.

    Anyway, please take this into account in future developments, especially considering that soon in MC 1.7, the biome mapping will already make biomes appear only (well, most of the time anyway) next to each other if their "temperature category" is not too differrent using the snowy, cold, temperate and hot/dry biome categories (I guess "too different" means 2 category steps of difference, here).




    #4 - When generating a chunk, how about each region (not chunk) generating a small set of pseudo-random values based on X Z coordinates, and those values be used by the biome generator to determine how that biome gets rendered? Chunks would interpolate their local values according to the set of values from their own region, and the set values from neighbouring regions, probably in a way that doesn't make it seem too linear (each region could have a "specific spot" where the values would match exactly the set, anywhere else, it would be interpolated along a curved spread, on a per-chunk basis -- using a straight linear interpolation could be a bit faster but could also potentially make the biomes possibly look like their have "lines" of features in them a bit, when seen from up high with a far range bird-eyes view) .

    For example, let's say I make a "Large Biomes" Highlands map and start up in a HUGE Tropics biome.

    Presently, if I take say a 200x200 section of that biome, at random, I'll always get about the same overall "Tropics look and feel" for everything inside that biome. Same density of trees, same random overall distribution of tree heights, same random layouts between the trees (uniformly randomly distributed, vs trees found more or less in "groups" or in "thickets either linear or in arching "curves"?) About the same amount of clearings? About the same amount of ponds? About the same odds of big canopy trees vs normal canopy trees repartition? About the same odds of getting another rarer type of trees thrown in in the mix? About the same random amount of melons, and same average patch size for melons? About the same amount of shrubs everywhere? Etc!

    It is working exactly as if the biome-generating code worked using FIXED values for many of it's biome-defining variables. Vanilla works (pitifullly) like that but there is no reason why a mod should. While it is okay to easily recognize a biome, eventually it makes each area of said biomes look more or less the same, and make all instances of such biomes also look more or less the same.

    But variety is the spice of exploration!

    So make "hidden" regional variables that "slowly" vary over distances. So you could have parts of a tropics biome with more or less vegetation, denivellation, etc. Think about replacing each "hardcoded value" by something taking the X Z regional defined coordinates into account instead (within a reasonable range so that the biome is at least STILL recognizableat least a little bit, of course ), and you get the idea of how a single biome type could "turn" into scores of different "looks".

    Nothing that varyies too widely, though. It just wouldn't do to have a Tropics biome have huge area totally devoid of any trees, for example. So variety in the biome-defining variables, but within reasonable limits. One chunk of a biome should look have the same values for it's defining variables as the next chunk. But when you move hundreds of blocks away, the values could become wildly different. Local smaller "pockets'" of more widely varying values could even exist, you could say have an area with almost no bushes at all, right in the middle of the biome. As long as that area isn't too big, it's okay.
    whayt id fun with this is if two



    #6 - Also, adding "landmarks" would help add variety.

    I am not talking about artificial "manmade" structures here, like an NPC village, but natural structures, like a ravine.

    For example, ponds are all great and good, but what about other stuff? A gigantic boulder or stone pillar jutting out of the ground, for example. Or a simple long hill kind of like a river shaped technical biome, but as a stone outcropping instead of going down like a river. (usually the way Minecraft does this for such technical biomes is to place them straight in between two other biomes, though.)

    This can be done at three levels: (with examples)

    - A Structure, like Trees and Ravines are. This can be as small as a tree or go even bigger than a ravine.

    Not all landmarks need to be seen from far away, albeit given the already "swiss cheese" high density of caves pits and tunnels, it would be best to avoid adding more holes. So, mainly surface stuff or tall stuff.

    Huge boulder
    Tall pillar
    Tall spiky outcropping
    Boulder carved as an "Easter island" style (Rap Nui) giant head Carving "ruin" (while technically not a "natural" thing, can feel "wild" and rare enough to work as a landmark, especially if nothing else man-made is around).
    Geyser
    Source
    Steam vent
    A pond but not the same size as usual




    - As a "micro-biome" possibly around a structure:

    Small mound with a tree on top (particularly effectively in the middle of a flat area like in plains)
    Giant tree
    Any natural structure on a small island surrounded by a small lake
    Lowered land-level
    Heightened land-level


    - Landmarks as technical biomes:

    Hilly Ridge
    Natural Wall (one side very cliffy, the other side very smoothly sloping down)


    - As a juncture: (a structure along a technical biome)

    Natural bridge over a river.
    Widerning of a river (i.e. "lake within river" with possibly an island the middle.


    - As a sub-biome (kind of currently plains often have little forested biomes inside them):

    Lots of small clearings or maybe one huge clearing
    Lots of ponds or maybe a small lake -- Not all lakes needs to be found at biome borders after all!
    Very Dense woods or really high density of some of it's vegetation (for example in a desert, not just a mere grouping of a few cactii, but a real "forest" of them over say a 100x100 blocks area)


    I'm not saying add all of those, it's would be way too much work! Just using these ideas for future inspiration is enough for me.





    #7 - A biome I'd like to see which Iwould be perfect for highlands:


    Highlands plateau

    That entire biome looks like gentle sloping hills (not rolling hills), going slowkly down a still high altitude but much lower flat plateau filled with flowers, kind of like a plains but with much higher elevation and more flowers, and maybe few rare water sources and trees and bushes (water which, given the overall gentle slope all around the plateau, will probably become streams going down some distance). Meanwhile on the "outside" side of the hills around the pleateau, is filled with sudden broken cliffs of stone, going from high steep slopes to nearly vertical or even "recessed" overhaning cliffs.

    Middle:
    http://www.att-japan...L_480_320__.jpg

    Around:
    http://us.123rf.com/...he-distance.jpg
    (one side gentler slope, other side really steep cliff).

    The "cliff" side of these hills would frequently be riddled with huge "air caves" at various elevations.

    A bit like this:
    http://media-cdn.tri...cliff-caves.jpg

    That biome would be ideal for coastal regions, too.

    A natural danger would be several small "sinkholes" (usually 1-3 blocks wide by 1-3 blocks long) in the fields along the gently going up slope, sometimes over 20 blocks away from the actual cliff, and dropping straight down really high, down into "air caves" far below. (i.e. often a deadly fall), so a player walking along the upper slope, should be cautious of where he walks. Those holes usually go wider underground, often with gravel all around them, so even shoveling dirt while near one could result in a dangerous fall.



    Anyway, all that being said and done, thanks a LOT for a wonderful, wonderful mod! You worked hard on it and it shows!

    Wow, that's a long post. Thank you for all of the compliments! Since you went to all of the effort to write it, I will try to answer you as best I can.
    1. There already are stairs and slabs for the planks! They are crafted like vanilla stairs and slabs. Unfortunately there is a bug preventing double slabs from working but you can craft slabs back into planks (2 slabs on top of each other). I have thought about adding more different unique planks. I like your idea of not just having recolors of the vanilla planks.
    2. The trees will only grow if the area is clear. The redwood especially requires a very large area to be clear for it to grow. Try not to grow it on steep slopes and make sure you are outside with nothing above. For fir and canopy trees 2x2 saplings will make the tree with a 2x2 trunk. All other trees are 1 sapling currently. Each tree's saplings are balanced by requiring different amounts of bonemeal to grow. Redwood requires 7. Saplings will grow over time like vanilla but the larger trees must be finished with a bonemeal (for a minimum of 1 bonemeal required to grow it). Currently these growth stages are managed using metadata so I can't put all of the saplings together in the same block (redwood saplings take up 7 metadatas for example).
    3. It wouldn't be too hard to add an option in the configs to turn sapling recipes on or off. Also, not all trees (Great Oak and Beech) have their own leaves and therefore drop their own saplings. Without sapling recipes they would be un-obtainable.
    4. I have wanted to make more border biomes, but see Archibald_TK's post. It looks like they will not be necessary in 1.7.
    5. there is no #5
    6. Yes! Absolutely! I love this idea and I have thought about it a lot. It will take a lot of work, especially if the features are to be random like good natural features should be.
    7. Good idea. It would be potentially difficult to code, especially the air caves, I have never done something like that.

    Quote from Archibald_TK

    By the way guys don't hesitate to check the new MC snapshot, it has the new terrain generation.

    Mojang picked features from many biome mods in it, as a result you'll find biomes/blocks in basically all the current biome mods that are becoming obsolete. The terrain generation mechanic itself have been changed so I fear it will be a real headache for all modders.

    For Highlands these features are probably the Savannah (there will be one in regular MC now), the Shrubland border biome (biomes with harsh climates differences no longer spawn next to each other) and some flowers (there are a TON of new ones now)

    Yes, it will be a big headache making Highlands compatible with the new terrain generation. I like to see that Mojang is taking some good features and cues from the modding community but it will be a big change for Highlands.

    Quote from Fire_1999

    Can i change the texture of a block ?

    Yes, the textures are located in the assets folder inside the .zip. To change a texture you can just overwrite that texture in the folder with your new texture.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Quote from PetSquirrel

    Well, it seems that the server I belong to: The Official MCPC Server, has decided that Highlands is "not worth the risk" -

    no specific details were given.

    Anyone have any concrete info that I can show to the moderators to calm their fears?

    As said before the safe mode will most likely get rid of most of the issues.

    Quote from Archibald_TK

    Nothing for Highlands specific world generation, as as you can see it truly can generate issues for the moment.

    On the other hand tell them that safe mode will alow them to generate biomes the perfectly normal way, in which case Highlands works like any other biome mod out there (at the loss of sub-biomes). Also mountains I encountered in safe mode so far went up to 165+ blocks so I think their "above the ceiling" generation is not affected.

    Yes, the biomes themselves are not affected, only their placement.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Quote from Archibald_TK

    Oh, I see, now I understand what was probably happening. I always forget about it but the config file in the OP was outdated a long time ago. Use that one instead as it shall have compatibility for everything including biomes with the Highlands_ prefix and a lot of other biome mods:

    # Configuration file

    ####################
    # arctic
    ####################

    arctic {
    S:ARCTIC <BOP|Alps:BOP|Arctic:BOP|Arctic Forest:BOP|Coniferous Forest:BOP|Frost Forest:BOP|Glacier:BOP|Icy Hills:BOP|Polar:BOP|Snowy Coniferous Forest:BOP|Snowy Dead Forest:BOP|Taiga:BOP|Tundra:BWG|Infdev Snow:BWG|Snow Forest:BWG|Snow Hills:BWG|Snow Pines:BWG|Snow Plains:BWG|Snow Taiga:BWG|Taiga:BWG|taiga:BWG|tundra:HI|Alps:HI|Glacier:HI|Highlands_Alps:HI|Highlands_Glacier:HI|Highlands_Snow Mountains:HI|Highlands_Tall Pine Forest:HI|Highlands_Tundra:HI|Snow Mountains:HI|Tall Pine Forest:HI|Tundra:MC|FrozenOcean:MC|FrozenRiver:MC|Highlands_Snow Island:MC|Ice Mountains:MC|Ice Plains:MC|Snow Island:MC|Taiga:MC|TaigaHills:U|Alpine Mountains:U|Eternal Glacier:U|Fir Forest:U|Glacier:U|Ice Sheet:U|Snowy Plateau:U|Summit:U|Tree Line:U|Tundra:XL|Alpine:XL|Ice Wasteland:XL|Mountain Taiga:XL|Snow Forest:XL|Snowy Rainforest:XL|Tundra>
    }


    ####################
    # beaches
    ####################

    beaches {
    S:BEACHES <BOP|Gravel Beach:BOP|Overgrown Beach:BWG|Beach:BWG|Beach Dunes:HI|Desert Island:HI|Estuary:HI|Highlands_Desert Island:HI|Highlands_Estuary:MC|Beach:MC|Desert Archipelago:MC|Shore:U|Ephemeral Lake:U|Ephemeral Lake Edge:U|Flooded Dunes:U|Reef>
    }


    ####################
    # bwg_alpha_arctic
    ####################

    bwg_alpha_arctic {
    S:BWG_ALPHA_ARCTIC <BWG|taiga:BWG|tundra>
    }


    ####################
    # bwg_alpha_desert
    ####################

    bwg_alpha_desert {
    S:BWG_ALPHA_DESERT <BWG|desert:BWG|savanna>
    }


    ####################
    # bwg_alpha_forest
    ####################

    bwg_alpha_forest {
    S:BWG_ALPHA_FOREST <BWG|rainforest:BWG|seasonalForest>
    }


    ####################
    # bwg_alpha_normal
    ####################

    bwg_alpha_normal {
    S:BWG_ALPHA_NORMAL <BWG|plains:BWG|shrubland>
    }


    ####################
    # bwg_alpha_swamp
    ####################

    bwg_alpha_swamp {
    S:BWG_ALPHA_SWAMP <BWG|swampland>
    }


    ####################
    # bwg_beta
    ####################

    bwg_beta {
    S:BWG_BETA <BWG|plains:BWG|tundra>
    }


    ####################
    # bwg_infdev
    ####################

    bwg_infdev {
    S:BWG_INFDEV <BWG|Infdev:BWG|Infdev Snow>
    }


    ####################
    # bwg_jungle_island
    ####################

    bwg_jungle_island {
    S:BWG_JUNGLE_ISLAND <BWG|Jungle Island>
    }


    ####################
    # bwg_skyblock
    ####################

    bwg_skyblock {
    S:BWG_SKYBLOCK <BWG|Survival Skyblock>
    }


    ####################
    # bwg_skyland
    ####################

    bwg_skyland {
    S:BWG_SKYLAND <BWG|Survival Skyland>
    }


    ####################
    # bwg_survival_island
    ####################

    bwg_survival_island {
    S:BWG_SURVIVAL_ISLAND <BWG|Survival Island>
    }


    ####################
    # bwg_tropical_island
    ####################

    bwg_tropical_island {
    S:BWG_TROPICAL_ISLAND <BWG|Tropical Island>
    }


    ####################
    # desert
    ####################

    desert {
    S:DESERT <BOP|Badlands:BOP|Desert:BOP|Dunes:BOP|Lush Desert:BOP|Mesa:BOP|Oasis:BOP|Quagmire:BOP|Savanna:BOP|Wasteland:BWG|Desert:BWG|Savanna:BWG|desert:BWG|savanna:HI|Canyon:HI|Desert Island:HI|Desert Mountains:HI|Dunes:HI|Highlands_Canyon:HI|Highlands_Desert Island:HI|Highlands_Desert Mountains:HI|Highlands_Dunes:HI|Highlands_Oasis:HI|Highlands_Outback:HI|Highlands_Sahel:HI|Oasis:HI|Outback:HI|Sahel:MC|Desert:MC|Desert Archipelago:MC|DesertHills:U|Desert Oil Field:U|Flooded Dunes:U|Sand Forest:U|Sandstone Canyons:U|Volcanic Desert:U|Xeric Hills:U|Xeric Shrubland:XL|Mountain Ridge:XL|Mountainous Desert:XL|Wasteland>
    }


    ####################
    # forest
    ####################

    forest {
    S:FOREST <BOP|Bamboo Forest:BOP|Birch Forest:BOP|Boreal Forest:BOP|Brushland:BOP|Cherry Blossom Grove:BOP|Coniferous Forest:BOP|Dead Forest:BOP|Deciduous Forest:BOP|Forest:BOP|Grove:BOP|Hot Springs:BOP|Jade Cliffs:BOP|Maple Woods:BOP|Mystic Grove:BOP|Ominous Woods:BOP|Orchard:BOP|Origin Valley:BOP|Rainforest:BOP|Redwood Forest:BOP|Seasonal Forest:BOP|Snowy Coniferous Forest:BOP|Snowy Dead Forest:BOP|Spruce Woods:BOP|Temperate Rainforest:BOP|Timber:BOP|Tropical Rainforest:BOP|Tropics:BOP|Woodland:BWG|Forest:BWG|Forest Hills:BWG|Rainforest:BWG|Savanna Forest:BWG|Tropical Island:BWG|rainforest:BWG|seasonalForest:HI|Autumn Forest:HI|Birch Hills:HI|Forest Island:HI|Highlands_Autumn Forest:HI|Highlands_Birch Hills:HI|Highlands_Forest Island:HI|Highlands_Rainforest:HI|Highlands_Redwood Forest:HI|Highlands_Tall Pine Forest:HI|Highlands_Woodland Mountains:HI|Highlands_Woodlands:HI|Rainforest:HI|Redwood Forest:HI|Tall Pine Forest:HI|Woodland Mountains:HI|Woodlands:MC|Forest:MC|ForestHills:MC|Forested Archipelago:MC|Highlands_Valley:MC|Valley:U|Blossom Hills:U|Blossom Woods:U|Fir Forest:U|Forest Edge:U|Forest Of The Yggdrasils:U|Hollow:U|Maple Forest:U|Prairie Forest:U|Sand Forest:U|Shield:U|Woodland Hills:U|Woodlands:XL|Autumn Woods:XL|Birch Forest:XL|Forested Hills:XL|Forested Island:XL|Lush Redwoods:XL|Pine Forest:XL|Rainforest:XL|Redwood Forest:XL|Temperate Rainforest:XL|Woodlands>
    }


    ####################
    # jungle
    ####################

    jungle {
    S:JUNGLE <BOP|Jungle:BOP|Tropical Rainforest:BOP|Tropics:BWG|Jungle:BWG|Jungle Island:HI|Highlands_Rainforest:HI|Highlands_Tropical Islands:HI|Highlands_Tropics:HI|Rainforest:HI|Tropical Islands:HI|Tropics:MC|Highlands_Jungle Island:MC|Jungle:MC|Jungle Island:MC|JungleHills:MC|Tropical Archipelago:U|Oasis:U|Pale Swamp:U|Rainforest:U|Rainforest Valley:XL|Extreme Jungle:XL|Mini Jungle>
    }


    ####################
    # lake
    ####################

    lake {
    S:LAKE <BOP|Desert:BOP|Wetland:BWG|Desert:BWG|Forest Lakes:BWG|Plains:BWG|Swampland:HI|Birch Hills:HI|Estuary:HI|Flying Mountains:HI|Highlands_Estuary:HI|Highlands_Flying Mountains:HI|Highlands_Lake:HI|Highlands_Lowlands:HI|Highlands_Oasis:HI|Highlands_Tropical Islands:HI|Highlands_Woodland Mountains:HI|Lake:HI|Lowlands:HI|Oasis:HI|Tropical Islands:HI|Woodland Mountains:MC|Desert:MC|Extreme Hills:MC|Jungle:MC|Plains:MC|Swampland:U|Crumbling Mountain:U|Ephemeral Lake:U|Ephemeral Lake Edge:U|Foot Hills:U|Marsh>
    }


    ####################
    # mobs
    ####################

    mobs {
    S:MOBS <BOP|Alps:BOP|Arctic:BOP|Arctic Forest:BOP|Badlands:BOP|Bamboo Forest:BOP|Bayou:BOP|Birch Forest:BOP|Bog:BOP|Boreal Forest:BOP|Brushland:BOP|Canyon:BOP|Chaparral:BOP|Cherry Blossom Grove:BOP|Coniferous Forest:BOP|Crag:BOP|Dead Forest:BOP|Dead Swamp:BOP|Deadlands:BOP|Deciduous Forest:BOP|Desert:BOP|Dunes:BOP|Extreme Hills:BOP|Fen:BOP|Field:BOP|Forest:BOP|Frost Forest:BOP|Garden:BOP|Glacier:BOP|Grassland:BOP|Gravel Beach:BOP|Grove:BOP|Heathland:BOP|Highland:BOP|Hot Springs:BOP|Icy Hills:BOP|Jade Cliffs:BOP|Jungle:BOP|Lush Desert:BOP|Lush Swamp:BOP|Mangrove:BOP|Maple Woods:BOP|Marsh:BOP|Meadow:BOP|Mesa:BOP|Moor:BOP|Mountain:BOP|Mystic Grove:BOP|Oasis:BOP|Ominous Woods:BOP|Orchard:BOP|Origin Valley:BOP|Outback:BOP|Overgrown Beach:BOP|Pasture:BOP|Plains:BOP|Polar:BOP|Prairie:BOP|Promised Land:BOP|Quagmire:BOP|Rainforest:BOP|Redwood Forest:BOP|Sacred Springs:BOP|Savanna:BOP|Scrubland:BOP|Seasonal Forest:BOP|Shield:BOP|Shore:BOP|Shrubland:BOP|Sludgepit:BOP|Snowy Coniferous Forest:BOP|Snowy Dead Forest:BOP|Spruce Woods:BOP|Steppe:BOP|Swampland:BOP|Swampwoods:BOP|Taiga:BOP|Temperate Rainforest:BOP|Thicket:BOP|Timber:BOP|Tropical Rainforest:BOP|Tropics:BOP|Tundra:BOP|Volcano:BOP|Wasteland:BOP|Wetland:BOP|Woodland:BWG|Beach:BWG|Beach Dunes:BWG|Desert:BWG|Forest:BWG|Forest Hills:BWG|Forest Lakes:BWG|Grassland:BWG|Infdev:BWG|Infdev Snow:BWG|Jungle:BWG|Jungle Island:BWG|Ocean:BWG|Pines:BWG|Plains:BWG|Rainforest:BWG|River_green:BWG|River_ice:BWG|River_normal:BWG|River_sand:BWG|SandStone Hill:BWG|Savanna:BWG|Savanna Forest:BWG|Shrubland:BWG|Snow Forest:BWG|Snow Hills:BWG|Snow Pines:BWG|Snow Plains:BWG|Snow Taiga:BWG|Survival Island:BWG|Survival Skyblock:BWG|Survival Skyland:BWG|Swampland:BWG|Taiga:BWG|Tropical Island:BWG|desert:BWG|plains:BWG|rainforest:BWG|savanna:BWG|seasonalForest:BWG|shrubland:BWG|swampland:BWG|taiga:BWG|tundra:HI|Alps:HI|Autumn Forest:HI|Badlands:HI|Bald Hill:HI|Birch Hills:HI|Bog:HI|Canyon:HI|Cliffs:HI|Desert Island:HI|Desert Mountains:HI|Dunes:HI|Estuary:HI|Forest Island:HI|Glacier:HI|Highlands:HI|Highlands_Alps:HI|Highlands_Autumn Forest:HI|Highlands_Badlands:HI|Highlands_Bald Hill:HI|Highlands_Birch Hills:HI|Highlands_Bog:HI|Highlands_Canyon:HI|Highlands_Cliffs:HI|Highlands_Desert Island:HI|Highlands_Desert Mountains:HI|Highlands_Dunes:HI|Highlands_Estuary:HI|Highlands_Flying Mountains:HI|Highlands_Forest Island:HI|Highlands_Glacier:HI|Highlands_Highlands:HI|Highlands_Lake:HI|Highlands_Lowlands:HI|Highlands_Meadow:HI|Highlands_Mesa:HI|Highlands_Oasis:HI|Highlands_Outback:HI|Highlands_Pinelands:HI|Highlands_Rainforest:HI|Highlands_Redwood Forest:HI|Highlands_Rock Island:HI|Highlands_Rock Mountains:HI|Highlands_Sahel:HI|Highlands_Savannah:HI|Highlands_Shrubland:HI|Highlands_Snow Mountains:HI|Highlands_Steppe:HI|Highlands_Tall Pine Forest:HI|Highlands_Tropical Islands:HI|Highlands_Tropics:HI|Highlands_Tundra:HI|Highlands_Volcano Island:HI|Highlands_Woodland Mountains:HI|Highlands_Woodlands:HI|Lake:HI|Lowlands:HI|Meadow:HI|Mesa:HI|Oasis:HI|Ocean:HI|Outback:HI|Pinelands:HI|Rainforest:HI|Redwood Forest:HI|Rock Island:HI|Rock Mountains:HI|Sahel:HI|Savannah:HI|Shrubland:HI|Snow Mountains:HI|Steppe:HI|Tall Pine Forest:HI|Tropical Islands:HI|Tropics:HI|Tundra:HI|Volcano Island:HI|Woodland Mountains:HI|Woodlands:MC|Beach:MC|Desert:MC|Desert Archipelago:MC|DesertHills:MC|Extreme Hills:MC|Extreme Hills Edge:MC|Forest:MC|ForestHills:MC|Forested Archipelago:MC|FrozenOcean:MC|FrozenRiver:MC|Highlands_Jungle Island:MC|Highlands_Snow Island:MC|Highlands_Valley:MC|Highlands_Windy Island:MC|Ice Mountains:MC|Ice Plains:MC|Jungle:MC|Jungle Island:MC|JungleHills:MC|Ocean:MC|Plains:MC|River:MC|Shore:MC|Snow Island:MC|Swampland:MC|Taiga:MC|TaigaHills:MC|Tropical Archipelago:MC|Valley:MC|Windy Island:TL|Clearing Border:TL|Dark Forest:TL|Dense Twilight Forest:TL|Enchanted Forest:TL|Fire Swamp:TL|Highlands:TL|Lake Border:TL|Lots of Mushrooms:TL|Major Feature:TL|Minor Feature:TL|Mushrooms:TL|Snowy Forest:TL|Twilight Clearing:TL|Twilight Forest:TL|Twilight Lake:TL|Twilight Stream:TL|Twilight Swamp:U|Alpine Mountains:U|Alpine Mountains Edge:U|Atlantic Trench:U|Blossom Hills:U|Blossom Woods:U|Canyon:U|Crumbling Mountain:U|Desert Oil Field:U|Dirt Plains:U|Ephemeral Lake:U|Ephemeral Lake Edge:U|Eternal Glacier:U|Fir Forest:U|Flooded Dunes:U|Foot Hills:U|Forest Edge:U|Forest Of The Yggdrasils:U|Glacier:U|Hollow:U|Ice Sheet:U|Low Hills:U|Mangroves:U|Maple Forest:U|Marsh:U|Moorland:U|Mountainous Archipelago:U|Mountains:U|Mountains Edge:U|Oasis:U|Ocean Oil Field:U|Pale Swamp:U|Plateau:U|Prairie:U|Prairie Forest:U|Rainforest:U|Rainforest Valley:U|Reef:U|Rocky Hills:U|Rugged Plains:U|Salt Flats:U|Salt Lake:U|Sand Forest:U|Sandstone Canyons:U|Savannah:U|Scorched Maquis:U|Shield:U|Shrublands:U|Snowy Plateau:U|Steppe:U|Summit:U|Tree Line:U|Tundra:U|Volcanic Desert:U|Volcano:U|Wastelands:U|Woodland Hills:U|Woodlands:U|Xeric Hills:U|Xeric Shrubland:XL|Alpine:XL|Autumn Woods:XL|Birch Forest:XL|Extreme Jungle:XL|Forested Hills:XL|Forested Island:XL|Green Hills:XL|Green Swamplands:XL|Ice Wasteland:XL|Lush Redwoods:XL|Marsh:XL|Meadow:XL|Mini Jungle:XL|Mountain Ridge:XL|Mountain Taiga:XL|Mountainous Desert:XL|Pine Forest:XL|Rainforest:XL|Redwood Forest:XL|Savanna:XL|Shrubland:XL|Snow Forest:XL|Snowy Rainforest:XL|Temperate Rainforest:XL|Tundra:XL|Wasteland:XL|Woodlands>
    }


    ####################
    # mountain
    ####################

    mountain {
    S:MOUNTAIN <BOP|Canyon:BOP|Crag:BOP|Extreme Hills:BOP|Highland:BOP|Moor:BOP|Mountain:BOP|Sacred Springs:BWG|SandStone Hill:HI|Alps:HI|Badlands:HI|Cliffs:HI|Desert Mountains:HI|Flying Mountains:HI|Glacier:HI|Highlands:HI|Highlands_Alps:HI|Highlands_Badlands:HI|Highlands_Cliffs:HI|Highlands_Desert Mountains:HI|Highlands_Flying Mountains:HI|Highlands_Glacier:HI|Highlands_Highlands:HI|Highlands_Mesa:HI|Highlands_Pinelands:HI|Highlands_Rock Mountains:HI|Highlands_Snow Mountains:HI|Mesa:HI|Pinelands:HI|Rock Mountains:HI|Snow Mountains:HI|Woodland Mountains:MC|Extreme Hills:MC|Extreme Hills Edge:U|Alpine Mountains:U|Alpine Mountains Edge:U|Canyon:U|Crumbling Mountain:U|Glacier:U|Mountainous Archipelago:U|Mountains:U|Mountains Edge:U|Plateau:U|Snowy Plateau:U|Summit:XL|Forested Hills:XL|Green Hills:XL|Mountain Ridge>
    }


    ####################
    # mushroom
    ####################

    mushroom {
    S:MUSHROOM <BOP|Fungi Forest:BWG|Mushroom Island:MC|MushroomIsland:MC|MushroomIslandShore:U|Pale Swamp>
    }


    ####################
    # nether
    ####################

    nether {
    S:NETHER <BOP|Boneyard:BOP|Corrupted Sands:BOP|Nether:BOP|Phantasmagoric Inferno:BOP|Undergarden:BWG|Hell:MC|Hell:U|Nether Rift:U|Netherworld>
    }


    ####################
    # normal
    ####################

    normal {
    S:NORMAL <BOP|Chaparral:BOP|Deadlands:BOP|Field:BOP|Garden:BOP|Heathland:BOP|Meadow:BOP|Oasis:BOP|Outback:BOP|Pasture:BOP|Plains:BOP|Prairie:BOP|Promised Land:BOP|Scrubland:BOP|Shield:BOP|Shrubland:BOP|Steppe:BOP|Thicket:BWG|Infdev:BWG|Pines:BWG|Plains:BWG|Shrubland:BWG|Survival Island:BWG|Survival Skyblock:BWG|Survival Skyland:BWG|plains:BWG|shrubland:BWG|tundra:HI|Bald Hill:HI|Highlands:HI|Highlands_Bald Hill:HI|Highlands_Highlands:HI|Highlands_Lowlands:HI|Highlands_Meadow:HI|Highlands_Outback:HI|Highlands_Sahel:HI|Highlands_Savannah:HI|Highlands_Shrubland:HI|Highlands_Steppe:HI|Lowlands:HI|Meadow:HI|Outback:HI|Pinelands:HI|Sahel:HI|Savannah:HI|Shrubland:HI|Steppe:MC|Highlands_Windy Island:MC|Plains:MC|Windy Island:U|Dirt Plains:U|Foot Hills:U|Low Hills:U|Moorland:U|Prairie:U|Prairie Forest:U|Rugged Plains:U|Savannah:U|Scorched Maquis:U|Shrublands:U|Steppe:U|Tree Line:XL|Meadow:XL|Savanna:XL|Shrubland>
    }


    ####################
    # ocean
    ####################

    ocean {
    S:OCEAN <BOP|Shore:BWG|Ocean:HI|Ocean:MC|FrozenOcean:MC|Ocean:U|Atlantic Trench:U|Ocean Oil Field>
    }


    ####################
    # river
    ####################

    river {
    S:RIVER <BWG|River_green:BWG|River_ice:BWG|River_normal:BWG|River_sand:MC|FrozenRiver:MC|River>
    }


    ####################
    # swamp
    ####################

    swamp {
    S:SWAMP <BOP|Bayou:BOP|Bog:BOP|Dead Swamp:BOP|Fen:BOP|Grassland:BOP|Lush Swamp:BOP|Mangrove:BOP|Marsh:BOP|Sludgepit:BOP|Swampland:BOP|Swampwoods:BOP|Wetland:BWG|Grassland:BWG|Swampland:BWG|swampland:HI|Bog:HI|Estuary:HI|Highlands_Bog:HI|Highlands_Estuary:MC|Swampland:U|Mangroves:U|Marsh:U|Pale Swamp:XL|Green Swamplands:XL|Marsh>
    }


    ####################
    # theend
    ####################

    theend {
    S:THEEND <MC|Sky>
    }


    ####################
    # twilightforest
    ####################

    twilightforest {
    S:TWILIGHTFOREST <TL|Clearing Border:TL|Dark Forest:TL|Dense Twilight Forest:TL|Enchanted Forest:TL|Fire Swamp:TL|Highlands:TL|Lake Border:TL|Lots of Mushrooms:TL|Major Feature:TL|Minor Feature:TL|Mushrooms:TL|Snowy Forest:TL|Twilight Clearing:TL|Twilight Forest:TL|Twilight Lake:TL|Twilight Stream:TL|Twilight Swamp>
    }


    ####################
    # volcano
    ####################

    volcano {
    S:VOLCANO <BOP|Volcano:HI|Highlands_Volcano Island:HI|Volcano Island:U|Volcano>
    }


    ####################
    # wasteland
    ####################

    wasteland {
    S:WASTELAND <BOP|Deadlands:BOP|Wasteland:HI|Highlands_Rock Island:HI|Highlands_Rock Mountains:HI|Rock Island:HI|Rock Mountains:U|Rocky Hills:U|Salt Flats:U|Salt Lake:U|Wastelands:XL|Wasteland>
    }


    ####################
    # wyvernlair
    ####################

    wyvernlair {
    S:WYVERNLAIR <MOC|WyvernBiome>
    }



    I had no time to test the new version of MoC yet but tell me if that new file helps.

    I updated the OP with this file and some new compatibility information.

    In 1.6.2 Highlands overwrites Biomes o Plenty's sub-biomes with its own sub-biomes so they will not work. (for the ocean sub-biomes someone was asking about)
    I'll see if I have time to get the islands working with vanilla oceans, which might fix the issue. But I think the larger underlying problem has to do with the way Highlands sets up its sub-biomes in general which prevents all other sub-biomes from generating.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Quote from SirTulip

    Kk, it'll take a variable/random amount of time to get the pics. I'll only get them when I bump into said biome lol. Of course, some else or you can feel free to get a pic before I get around to it. Could you attempt to quote me in a post if you/someone else uploads pics to use for missing biomes? and np :)

    Whats wrong with the old treecapitator config setting you provided? On pastebin. I'm using that one atm.

    The old TreeCapitator config would not sync on its own if you change the block ids of any of the wood or leaves. The new one gets the ids directly from Highlands's config so if you change them it will recognize the new id.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Quote from ZacharyFell

    Can you and TTFTCUTS (developer of ATG http://www.minecraft...ain-generation/) get your two mods together, so they can make a baby?

    Wow, I'm... that's amazing. Hats off to you TTFTCUTS. I won't be able to work on something like that, but if he wants he can use the Highlands API and take a look at the source to see if he can get it compatible.

    Quote from SirTulip

    Great mod! Just started using it today. Do you want pictures for the windy island/other biomes that do not have pictures included? I think it's a nice addition to the front page :P .

    Btw, also noticed this mod isn't on the big mod list (http://modlist.mcf.l...t/1.6/1.6.2.php). Or maybe i'm blind. Anyway, i'll request/add it to that list.

    Sure, you can help with the pictures. Thanks for adding it to the mod list.

    I noticed some more people talking about TreeCapitator here. I finally got around to putting together a proper TreeCapitator config section since the new configs in Highlands 2.1.0. I haven't had a chance to check with the mod myself, just copied this format from the others in the config. Please try it, if it works then I will add it to the main post.

    Copy this code in the third_party_configs section of TreeCapitator.
    ####################
    # highlands
    ####################
    
    highlands {
    S:blockValues=block ids:Acacia Leaves ID; block ids:Acacia Tree Log ID; block ids:Ash Tree Leaves ID; block ids:Ash Tree Log ID; block ids:Autumn Orange Leaves ID; block ids:Autumn Yellow Leaves ID; block ids:Canopy Tree Leaves ID; block ids:Canopy Tree Log ID; block ids:Fir Leaves ID; block ids:Fir Log ID; block ids:Ironwood Leaves ID; block ids:Ironwood Log ID; block ids:Palm Leaves ID; block ids:Palm Log ID; block ids:Poplar Leaves ID; block ids:Poplar Log ID; block ids:Redwood Leaves ID; block ids:Redwood Log ID
    S:configPath=Highlands.cfg
    S:modID=Highlands
    S:useShiftedItemID=true
    }
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Quote from MohawkyMagoo

    Hey sdj64, what was the outcome of your thoughts on introducing the Highlands custom ocean setting into default mode on 1.5.2? (To cure the vanishing oceans problem in default with Highlands added)

    Also, are you only concentrating on 1.6 now?

    Oh, I totally forgot for 2.1.2, sorry. Yes, I'm really only concentrating on 1.6. The latest 1.5.2 version was relatively free of bugs and pretty good for compatibility so I'm alright leaving it there. By the time I have a chance to work on it again most of the other mods will probably be updated to 1.6 anyway.

    Quote from Welka1982

    Hi, will we find the ores at vanilla level or vanilla level * 2? In other words, does diamond still spawn at lvl -16 or -32?

    Only in the Cliffs and Snow, Desert, and Rock Mountains biomes. The spoiler under "description" has more info.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    I released a new update 2.1.2. It contains Better Leaves and Grass support and improved Autumn Forests with better colors and big trees. It also (hopefully) fixes the issue with placed leaves decaying on their own. Additionally, dead trees in Bogs now appear in water up to 2 blocks deep, and there is a proper block name for the double halfslabs. There might be bugs that I couldn't catch, as I am more pressed for time now, so I left 2.1.1 up just in case.

    Quote from Archibald_TK

    Hi sdj64.

    Thank you for working on the mod in the few remaining time you have before your vacations! I'd also like to weight on two previously mentioned points.

    First as QuadX said a lang file would be awesome. It would allow for the renaming of some items (to make things easier when multiple mods add the same kind of plants for example) and I could also make a few translations for Highlands if you want.

    Second, regarding the Autumn Forest biome. I personally feel that the issue is not only the very bright color of the leaves but the harsh contrast with the green grass. Autumn biomes tend to work very well with yellowish grass as it unifies the tone of the entire biome. Your previous version of the biome was like that if I remember correctly and it was pretty awesome looking. It's also a nice boon for those who are using vanilla logs and leaves as even them would then benefits from a biome that would looks different from a normal forest.

    Thanks for taking the time to listen to us. By the way, I'm working on some Dokucraft support for Highlands, still WIP but I've already finished the logs and leaves. Here is a pic if you want:




    Maybe in a future version, autumn forest ground colors will be different. For vanilla blocks version, the Autumn forest is roughly equal to the old Mixed forest, it has more pine trees as well as birch and oak. The Github source is updated, so if someone wants to add a lang file it would be much appreciated.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Hello everyone! Sorry I have not been as involved in the forum thread recently. I am going on vacation next week and leaving for my freshman year of college a few days after, so I have not had much time to work on your excellent suggestions and bug reports. I am working on one more update before I go, that will have improvements to Autumn Forests and Better Leaves compatibility.

    Because I will not have nearly as much time to work on Highlands in the future, a few weeks ago I posted the source for Highlands on Github. If anyone has modding experience and they would like to contribute to bug fixing or new features, feel free to submit your work to the Github page (found under Source/API in the main post). Please post detailed commit logs if you do this, it will help me to know exactly what you changed or added. Just a heads-up though, if you fork the Github before I release 2.1.2 then your branch will probably be out of date.

    Quote from Vollans_hl

    Two things...
    first, the White Oak has no sapling. In fact, it doesn't appear in my NEI list, none of the White Oak items do; log, plank, leaves etcetera. I think there might be a few otehrs, but I haven't explored my world to find out.
    Perhaps a way to craft it would be a Great Oak sapling and a Birch log?

    Second, a few of the items in NEI have broken labels. Specifically the (double?) slabs [ID 765:x]
    They also middle-click as regular slabs (stone, brick, nether, quartz, etcetera)

    I'm wondering if this is NEI's fault, or if there is a bug.

    There is no tree called white oak? The "birch big tree" is called Beech, it is crafted with a birch sapling and birch log. It has regular birch leaves and logs. The white wood planks come from Poplar tree logs. I'm aware there are things wrong with the double slabs, but I'm not sure how to fix it.

    Quote from MorrinChivay

    Hello everyone.

    Is there a way how to modify certain biome of this mod? I love flying mountains, but I'd like to increase the generation height to higher values, like 200 blocks or so. Can I modify a value in the mod or something?

    Any help is much appreciated.


    Btw. I've tried TerrainControl mod but it is not compatible with mod biomes, only vanilla ones.

    Unfortunately Minecraft can't generate "regular terrain" above y=128 without Terrain Control. The mountains I have in the three mountain biomes (Snow, Rock, and Desert) are actually generated after the terrain generates, similarly to how trees are placed. You can see there is a layer of dirt below them, that is the original terrain height before the mountains are placed.

    Quote from Xdpher

    Hey can you make it in the code so that when removing mods, the trees of the highlands mod revert to the normal logs and leaves, like before the new update? This is so that I can move worlds with highland mod trees to a computer that can't install mods (insufficient privileges). But while on a computer with the highlands mod, the trees drop their respective items.

    You can set "Highlands Wood and Leaves" and "Generate Small Plants" to false if you want to create a world with no mod blocks in it. The trees will still generate but they will be made of vanilla blocks instead.

    Quote from LordEric

    Now that you mention it, that might be what bothered me about Autumn Forest too. The uniform appearance, and also I think the vibrant colors clash with the pine trees.

    I also think it has a sort of bleached appearance, that could use another color for balance. Red, or maybe a deep pink color that you could grow in another biome and say it's a sakura tree.

    While we're on the subject, it would be nice to have a crafting recipe for autumn saplings. Maybe oak saplings and dye. As it is, these are the only saplings that you can't eventually craft from the four vanilla trees.

    I am adding in big trees in the two autumn styles. I might also play around with colors a bit, to make it look better. The autumn saplings do have a recipe, it's the exact one you suggested. Maybe a red maple tree might be a good addition, it could grow in many biomes not just the Autumn Forest.

    Quote from ReTeYeZ

    One thing..
    Add Better Grass and Leaves support ! pls
    (There´s even an instruction in the thread^^)

    While I´m here, I agree that the autumn forest dont look that good
    compared to the other biomes but Highlands is still my favourite biomes mod.
    its just so smooth... :)

    I will add Better Grass and Leaves support as well, I am in the process of adding those suggestions for my leaf class.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Quote from Maine

    I've encountered an issue upgrading from 2.0.3 to 2.1.0 - it appears the worldgen math changed, which means existing chunks don't match up to newly generated chunks. I had hoped to benefit from the sapling fixes 2.1.0. Could this be caused by user error, i.e. is there a config setting that needs to be done when upgrading, or is this a lost cause for my little server?

    Additionally, I've created Dynmap renderdata files and a texture. However, to work properly it requires Highlands 2.1.0 or higher (or manually creating a 2.1.0-like config file), and since Highlands doesn't split out the IDs for the 4 stair types, "Highlands Planks Stairs ID" needs to be split into 4 unique named IDs:


    I:"Highlands Planks Stairs ID"=760

    becomes:

    I:"Highlands Planks Stairs ID"=760
    I:"Yellow Wood Stairs ID"=760
    I:"White Wood Stairs ID"=761
    I:"Red Wood Stairs ID"=762
    I:"Grey Wood Stairs ID"=763

    (adjust numbers as appropriate)

    sdj64 - If you are interested in these files, please PM me.

    If you still have the old 2.0.3 config that you were using before, open it up and check that the biomes are on the same IDs and that the same biomes are enabled in both. Also check other settings like more oceans, island rarity, etc to make sure they are the same. The render files are cool, actually the stairs were split as you said (exact same names too) in 2.1.1.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Quote from ZacharyFell

    Quick question (hopefully)...I'm looking for a way to do one of two things, but I'm not sure if either of them are possible:
    *snip*

    Unfortunately you cannot add other mods' biomes to the Highlands worldtype. The More Oceans setting currently only affects Highlands worlds, but a small change could make it affect default worldtype worlds as well. I would make it so it only takes effect if "Use Highlands Biomes in Default Worlds" is turned on.

    Quote from Edambythemine

    In case you're searching this topic for mod compatibility, Dimensional Doors spawn in this mod's biomes, as do Legendary Beasts. Deadly World mechanics work too. Pam's various worldgen mods work. Everything from Thaumcraft spawns.

    Thanks! I knew about Thaumcraft, but all the others are new. I'll put them in the main post.

    Quote from MohawkyMagoo

    Yes, i'm still on the 1.5.2 version which I just updated to in order to get more compatibility with Mo Creatures etc, but now, when using Highlands, BOP and EBXL oceans have become almost non-existent - this is with Highlands oceans activated and probability racked up to 60 and Island probability at 3 - I get narrow strips of ocean - hardly anything at all. Its every world, so a new seed isn't going to help.
    Even with Highlands oceans deactivated the problem is still the same - which leads me to think that maybe this is some sort of conflict between BOP and Highlands? (Am I right in thinking that from 1.5.2 onwards BOP started messing around with Oceans too?)
    Or, is this as you hint at, the oceans biome simply being outnumbered by the sheer number of other biomes from all three biome mods? However, this wasn't the case in 1.5.1 with all three biome mods in use oceans still generated just fine, so i'm thinking mod conflict or bug is most probable.

    Similarly to ZacharyFell the problem is that the more oceans setting only works in Highlands worldtype worlds, not in default. Currently, with the oceans at their vanilla levels they are probably just being outnumbered. You also might have a biome ID conflict, check to see that the Highlands ocean biome has a unique ID.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Now Updated for 1.6.2!

    Not very many changes regarding features. Horses spawn in Meadow, Highlands, Steppe, Savannah, and Shrublands. The stairs config has been fixed, now there is one ID for each stair block (named "Yellow Wood Stairs ID" for example). the "Highlands Planks Stairs ID" config setting will still be there when you update but it will not do anything. If you want to, you can delete it and it will not come back.



    Quote from Riverblank

    Nevermind. I spent some time actually staring at it and I got it. I'm sorry.

    I think there is an easier way with 2.1.0 and up, now that the configs are updated. I'll have to look into it.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Quote from MohawkyMagoo

    Hmm, with a fresh install of Highlands and a newly generated config, its still requesting the following:

    I:"Great Oak Sapling ID"=718
    I:"Highlands Planks Double Halfblock ID"=4082
    I:"Highlands Planks Halfblock ID"=4083
    I:"Highlands Planks ID"=4085
    # This takes up four block IDs: the one listed and the three after it
    I:"Highlands Planks Stairs ID"=4084
    I:"Ironwood Leaves ID"=745

    Not sure why this is happening. But it explains why the game crashes.

    Do you have ID Resolver or any block ID conflicts? ID Resolver or even Forge may automatically assign a new ID to the blocks if there was a conflict before, not knowing that stairs takes up 4 IDs. Though this new config system is much better than my old one that feature is still a drawback in this case. I will change the settings to have 4 config fields, one for each stairs block.
    Posted in: Minecraft Mods
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