• 0

    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Hello all-
    I have finished the fix for Underground Biomes. Highlands and UB should be fully compatible now. For Highlands 1.2.3 the changes are an improvement to the biome decorator, that adds UB compatibility, more melons in Tropics (and now in Tropical Islands as well) and more pumpkins in Autumn Forest (and now also in Bog). Also reduced the amount of trees in Lowlands. This update is still for Minecraft 1.4.7.

    Woodland Mountains with Underground Biomes installed:


    on an unrelated note, -5440624109169296492 is a great survival seed (with all settings default). It spawns you in a pinelands with a village on your front door, and Flying Mountains in the distance.
    Posted in: Minecraft Mods
  • 0

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

    I really like this mod, however I am using the Underground Biomes mod as well.
    And honestly, all I see on your biomes are the same old dull stone and not the many colorful layers the other one adds.
    Any chance of adding a compitability patch in the (hopefully) near future?

    I actually already talked to ExterminatorJeff about compatibility and I should have a patch update for Underground Biomes this weekend!
    Posted in: Minecraft Mods
  • 0

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

    just a quick bug i had while generating my highlands world (not sure if it relates to this mod specifically but the bug happened while trying to generate water at y=7 i think)


    Minecraft has crashed!
    ----------------------

    Minecraft has stopped running because it encountered a problem; Exception while updating neighbours

    A full error report has been saved to C:\Users\Damen\AppData\Roaming\.minecraft\crash-reports\crash-2013-03-07_22.10.58-server.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash :(



    --- BEGIN ERROR REPORT de4ad271 --------
    Full report at:
    C:\Users\Damen\AppData\Roaming\.minecraft\crash-reports\crash-2013-03-07_22.10.58-server.txt
    Please show that file to Mojang, NOT just this screen!

    Generated 3/7/13 10:11 PM

    -- Head --
    Stacktrace:
    at java.util.HashMap.resize(Unknown Source)
    at java.util.HashMap.addEntry(Unknown Source)
    at java.util.HashMap.put(Unknown Source)
    at java.util.HashSet.add(Unknown Source)
    at NextTickHashSet.add(NextTickHashSet.java:74)
    at in.a(WorldServer.java:474)

    -- Block being updated --
    Details:
    Source block type: ID #9 (tile.water // akz)
    Block type: ID #9 (tile.water // akz)
    Block data value: 0 / 0x0 / 0b0000
    Block location: World: (-4221,7,-3277), Chunk: (at 3,0,3 in -264,-205; contains blocks -4224,0,-3280 to -4209,255,-3265), Region: (-9,-7; contains chunks -288,-224 to -257,-193, blocks -4608,0,-3584 to -4097,255,-3073)
    Stacktrace:
    at yc.m(World.java:824)
    at yc.h(World.java:801)
    at yc.f(World.java:741)
    at yc.d(World.java:715)
    at sdj64.highlands.gen.WorldGenUnderground2.a(WorldGenUnderground2.java:82)
    at sdj64.highlands.HighlandsMain.genOreHighlands(HighlandsMain.java:311)
    at sdj64.highlands.biome.BiomeGenArchipelago.a(BiomeGenArchipelago.java:52)
    at abb.a(ChunkProviderGenerate.java:577)
    at im.a(ChunkProviderServer.java:258)
    at zz.a(Chunk.java:1248)
    at im.c(ChunkProviderServer.java:153)
    at il.<init>(PlayerInstance.java:47)
    at ik.getOrCreateChunkWatcher(PlayerManager.java:167)
    at ik.d(PlayerManager.java:338)
    at gm.d(ServerConfigurationManager.java:220)
    at iv.a(NetServerHandler.java:410)
    at eb.a(SourceFile:136)
    at cf.b(MemoryConnection.java:80)
    at iv.d(NetServerHandler.java:136)
    at iw.b(NetworkListenThread.java:57)
    at bec.b(IntegratedServerListenThread.java:108)
    at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:703)
    at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
    at bdz.q(IntegratedServer.java:170)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
    at fy.run(SourceFile:849)

    -- System Details --
    Details:
    Minecraft Version: 1.4.7
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.7.0_17, Oracle Corporation
    Java VM Version: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 119275536 bytes (113 MB) / 954466304 bytes (910 MB) up to 954466304 bytes (910 MB)
    JVM Flags: 2 total; -Xms512m -Xmx1024m
    AABB Pool Size: 8472 (474432 bytes; 0 MB) allocated, 7508 (420448 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 71
    FML: MCP v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 Optifine OptiFine_1.4.6_HD_U_D5 19 mods loaded, 19 mods active
    mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_ReiMinimap [mod_ReiMinimap] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_Timber [Timber!] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_TooManyItems [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    MapWriter [MapWriter] (mapwriter-1.3.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    HarkenScythe_Core [HarkenScythe] (1.4.7HarkenScythe_v1.1.5Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    ChickenShed [Chicken Shed] ([1.4.6] ChickenShed.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Backpack [Backpack] (backpack-latest.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BiblioCraft [BiblioCraft] (BiblioCraft[v1.1.0].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Crystalite [Crystalite Mod] (Crystalite v2.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    enhancedportals [Enhanced Portals] (EnhancedPortals_1.4.6_1.4.7_[1.4-2].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Highlands [Highlands] (Highlands1.2.1-MC1.4.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_Gibbing [mod_Gibbing] (MobAmputation1.4.6v1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    MoreExplosives [More Explosives Mod] (MoreExplosivesModRelease3.1forMC1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Primitive Mobs [Primitive Mobs mod] (PrimitiveMobsv1.3.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    SwordPedestal [Sword Pedestal] (SwordPedestal - 1.1.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    weaponmod [Balkon's WeaponMod] (WeaponMod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 4653 (260568 bytes; 0 MB) allocated, 2109 (118104 bytes; 0 MB) used
    Player Count: ~~ERROR~~ OutOfMemoryError: GC overhead limit exceeded
    Type: Integrated Server (map_client.txt)
    Is Modded: Definitely; Client brand changed to 'forge,fml'

    java.lang.OutOfMemoryError: Java heap space
    at java.util.HashMap.resize(Unknown Source)
    at java.util.HashMap.addEntry(Unknown Source)
    at java.util.HashMap.put(Unknown Source)
    at java.util.HashSet.add(Unknown Source)
    at NextTickHashSet.add(NextTickHashSet.java:74)
    at in.a(WorldServer.java:474)
    at in.a(WorldServer.java:435)
    at aky.g(SourceFile:236)
    at zz.a(Chunk.java:768)
    at yc.a(World.java:551)
    at yc.c(World.java:529)
    at akz.l(SourceFile:32)
    at akz.a(SourceFile:25)
    at yc.m(World.java:819)
    at yc.h(World.java:801)
    at yc.f(World.java:741)
    at yc.d(World.java:715)
    at sdj64.highlands.gen.WorldGenUnderground2.a(WorldGenUnderground2.java:82)
    at sdj64.highlands.HighlandsMain.genOreHighlands(HighlandsMain.java:311)
    at sdj64.highlands.biome.BiomeGenArchipelago.a(BiomeGenArchipelago.java:52)
    at abb.a(ChunkProviderGenerate.java:577)
    at im.a(ChunkProviderServer.java:258)
    at zz.a(Chunk.java:1248)
    at im.c(ChunkProviderServer.java:153)
    at il.<init>(PlayerInstance.java:47)
    at ik.getOrCreateChunkWatcher(PlayerManager.java:167)
    at ik.d(PlayerManager.java:338)
    at gm.d(ServerConfigurationManager.java:220)
    at iv.a(NetServerHandler.java:410)
    at eb.a(SourceFile:136)
    at cf.b(MemoryConnection.java:80)
    at iv.d(NetServerHandler.java:136)
    --- END ERROR REPORT 3b0e0d64 ----------

    other than this occasional bug i love this mod :)

    I had no idea that this was an issue. I have never had this bug. You are right about the water, Highlands does have water in some biomes generate like ore underground. If the bug is too frequent, you can disable custom ore spawning in the settings. I will change it next update so the minimum height for water is higher, like around 16?

    Quote from PizzaSHARK

    Interesting mod. Strikes a nice balance between pure terrain generator mods like Better World Generation and biome mods that add piles of new blocks like Extra Biomes XL.

    I do have some minor feedback from the hour or so I spent with it yesterday, though:

    - Vanilla biomes don't seem to have their generation altered at all, so it can be kind of jarring to be going from a Highlands meadow biome into a vanilla plains biome, and with the vanilla forest biome still being active, it seems like "TOO MANY FORESTS" is a distinct possibility. Also, the mod biomes being such more more varied and interesting makes the vanilla biomes look even more plain than they already were.

    - I haven't found an ocean biome to compare to, but it seems like other bodies of water generated in biomes (at least in the plains and forest biomes I was flying through) are still that weird, ugly dirt-sand blob in vanilla generation.

    - Outback biomes are kind of ugly. I know the intent is for an arid biome with sand and grass together, but the random "block here, block there" format just looks ugly. Maybe you could have small, frequent islands of grass on top of a layer of sand, or interspersed with the sand instead? Or maybe try and have the sand and grass generate in large, wavy lines instead of sporadically like it does now.

    As Epidemia said, you have the option to disable any vanilla biomes you want. Also, to clear up the misconceptions, only the improved ocean biome has a full sand bottom. Bodies of water in other biomes are still dirt-clay-sand mix. There are no vanilla oceans in Highlands but there are vanilla rivers. As for outback, you can disable it if you don't like it but other people seem to like it so I'm not going to change it. Look for a Sahel biome if you want larger islands of dirt and sand.
    Posted in: Minecraft Mods
  • 0

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

    Hello

    Thanks for this great Mod its so wonderful!
    I have one question.
    I installed Mo Creatures but the Mobs doesnt spawn. Where must i allowe that?
    Sorry for my bad english :)

    Greetings,Sandra

    You have to change "MobModCompatibility" to true. It's near the bottom of the settings.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5.2] 1.4.1 "BetterSurvival" SSP/SMP "Its Time to Survive" 3D Backpacks, Fishnets, More Foods and Dyeable Beds.
    Some people were getting the glitch of crashing when looking at a mob with Highlands and Mo'Creatures. Try the latest version of Highlands and see if it is fixed. I'm not sure of the exact cause of the problem because it doesn't happen to me (I'm not using this modpack, just testing with Highlands and Mo'Creatures so it might be different).
    Posted in: Minecraft Mods
  • 0

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

    Great mod, keep it up!
    I make a video with your mod!

    This is an amazing concept! I love the sunrises and the special effects you used.

    Quote from _ThatOneName_

    does this mod still generate Vanilla Minecraft structures? i.e: Strongholds, Villages, Nether Forts etc. Thanks for this amazing biome mod (personally i like this mod better than the Extra Biomes mod)

    Yes! Villages spawn in some Highlands biomes and strongholds and mineshafts spawn in all biomes. You can still find desert and jungle temples in deserts and jungles. Highlands doesn't change anything in the Nether.
    Posted in: Minecraft Mods
  • 0

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

    I'm running into a weird issue with the Sahel biome. when i first downloaded the update it would spawn with sparce patches of grass. since the patch update it only spawns with the bushes and sand. I also have not been able to find any redwood biomes anymore. ive looked for about an hour but I couldn't call that conclusive yet. just wondering if anyone else has had these issues. highlands is the only biome mod I'm using btw except for underground biomes but that doesn't really add new biomes I don't believe.

    I just checked- I forgot to change something in my settings reader regarding the name change of Sequoia Grove to Redwood Forest, and in the setting that disables ore gen, I forgot that it also would disable the Sahel dirt and Badlands stone (since these use the same generator as the ores). It was a quick fix and I have a patch out now.

    Also, by popular demand, Flying Mountains now has mobs (with MobModCompatibility enabled it copies Jungle's spawn lists, and without, it has default hostiles and no animals) and all biomes have Ocean's water creatures with MobModCompatibility enabled.

    Quote from carlo626

    Is there specific biome generator like there is more iron in alps and stuff like that

    Yes. you can find what biomes have what resources in the "description" tab in the OP.
    Posted in: Minecraft Mods
  • 0

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

    Is it configurable enough for me to disable generation of certain biomes?
    EDIT: Yes, yes it is.
    Here, have a bug! So, I had my (custom) world decided to make a machinima using this and custom npcs.
    Then it crashed. I am trying to fix it.

    Please give me a crash report so I can see what's wrong.

    Quote from Epidemia78

    Not really sure what you mean by world render. The speed at which everything loads around me? With optifine's dynamic updates its lightning fast when I stand still especially if I enter the options menu. I worked hard on that john smith, lots of it is from back in the 1.2.5 days.

    In Optifine, dynamic updates work very well when you're standing still, and for when you're moving, try setting preload chunks to the highest setting (128 blocks I think).

    Quote from JidRant

    Incredible mod, worth any amount.
    If you're not adding custom blocks, I suppose that means we won't be seeing any coral reefs in the ocean biomes?

    I thought about doing this... I still might include them in the future, with sponge blocks and possibly the occasional sunken ship with treasure.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Quote from Fizz21z

    EDIT: Error when made my configurations:
    (I use multimc to install mods)
    [ForgeModLoader] Caught exception from Highlands
    java.lang.NumberFormatException: For input string: "false"
    at java.lang.NumberFormatException.forInputString(Unknown Source)
    at java.lang.Integer.parseInt(Unknown Source)
    at java.lang.Integer.parseInt(Unknown Source)
    at sdj64.highlands.HighlandsSettingsReader.readSettings(HighlandsSettingsReader.java:116)
    at sdj64.highlands.HighlandsMain.preInit(HighlandsMain.java:129)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:487)
    at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:153)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:86)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:505)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
    at net.minecraft.client.Minecraft.a(Minecraft.java:412)
    at asq.a(SourceFile:56)
    at net.minecraft.client.Minecraft.run(Minecraft.java:746)
    at java.lang.Thread.run(Unknown Source)
    2013-02-27 11:19:21 [INFO] [STDERR] java.lang.NumberFormatException: For input string: "false"
    2013-02-27 11:19:21 [INFO] [STDERR] at java.lang.NumberFormatException.forInputString(Unknown Source)
    2013-02-27 11:19:21 [INFO] [STDERR] at java.lang.Integer.parseInt(Unknown Source)
    2013-02-27 11:19:21 [INFO] [STDERR] at java.lang.Integer.parseInt(Unknown Source)
    2013-02-27 11:19:21 [INFO] [STDERR] at sdj64.highlands.HighlandsSettingsReader.readSettings(HighlandsSettingsReader.java:116)
    2013-02-27 11:19:21 [INFO] [STDERR] at sdj64.highlands.HighlandsMain.preInit(HighlandsMain.java:129)
    2013-02-27 11:19:21 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    2013-02-27 11:19:21 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    2013-02-27 11:19:21 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    2013-02-27 11:19:21 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Unknown Source)
    2013-02-27 11:19:21 [INFO] [STDERR] at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:487)
    2013-02-27 11:19:21 [INFO] [STDERR] at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
    2013-02-27 11:19:21 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    2013-02-27 11:19:21 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Unknown Source)
    2013-02-27 11:19:21 [INFO] [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
    2013-02-27 11:19:21 [INFO] [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    2013-02-27 11:19:21 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    2013-02-27 11:19:21 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    2013-02-27 11:19:21 [INFO] [STDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    2013-02-27 11:19:21 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:153)
    2013-02-27 11:19:21 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    2013-02-27 11:19:21 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    2013-02-27 11:19:21 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    2013-02-27 11:19:21 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Unknown Source)
    2013-02-27 11:19:21 [INFO] [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
    2013-02-27 11:19:21 [INFO] [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    2013-02-27 11:19:21 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    2013-02-27 11:19:21 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    2013-02-27 11:19:21 [INFO] [STDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    2013-02-27 11:19:21 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:86)
    2013-02-27 11:19:21 [INFO] [STDERR] at cpw.mods.fml.common.Loader.loadMods(Loader.java:505)
    2013-02-27 11:19:21 [INFO] [STDERR] at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
    2013-02-27 11:19:21 [INFO] [STDERR] at net.minecraft.client.Minecraft.a(Minecraft.java:412)
    2013-02-27 11:19:21 [INFO] [STDERR] at asq.a(SourceFile:56)
    2013-02-27 11:19:21 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:746)
    2013-02-27 11:19:21 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)

    Check over all of the biome id's in the settings file, and make sure they exist, are all integer numbers, and are greater than 23 and less than 256. The error says "number format exception" and the code line reads the biome id from the settings, so one of your biome id's is probably messed up.

    Quote from Epidemia78

    Im fairly certain that metallurgy changes it so ores spawn at any height.

    Yep, theres definitely settings in the metallugy config that relate to vanilla ores and height. Says here "diamond ore height=128"

    Ok, I generated a new world with Mocreatures and Atmosmobs installed and encountered a problem that I forgot to mention in my last bug report, So I walk up to this mocreatures entity (the first time it was a duck, this time its a grasshopper) -its frozen in place and I cant hit it. A few seconds later my game grinds to a halt. I didnt bother waiting for the error report the second time around because Ive come to expect nothing but bad things from mods that add new mobs. The integrated compatibilty with my favorite biome mod is the only reason I tried it again. Now, it seems to work fine with Atmosmobs though but dont quote me on that.

    My favorite part of atmosmobs are the fish which are one of the few mobs that dont interfere with spawn rates of land creatures. Mod-added water creatures dont seem to be handled at all by highlands so it would be awesome if you would apply the same trick to them as you did for land creatures.

    Highlands does handle water mobs, however, only Ocean2, Flying Mountains, and Lake get Ocean's water mobs. If a mod adds water mobs that are only in Oceans, then only these biomes will have them, and any water in other biomes won't. For example although Lowlands has lots of water, it gets Forest's spawn lists with the compatibility setting, and many mod makers don't put any water mobs in Forest because it has no water. I can fix this.

    I have no idea how to fix the issue with crashing upon approaching a mob, try asking DrZhark. The error report is important, though, it can tell at the very least what mod was causing problems.
    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)
    Sorry for all of the bugs, everyone. I have released a bug fixing update that will hopefully fix the ocean bug. I removed the offending line of code and I notice it runs smoother for me, not sure about everyone else. If you are experiencing lag spikes on a newly created world, the best thing to do is probably delete the world and create a new one. Please, back up your worlds if you haven't already. The second thing to try would be to disable Mountains (it has the same type of code bit that Ocean2 had, that was causing the error) and if all else fails, I added an option to disable the genlayers (follow the instructions at the bottom in addition to turning Mountains off, it will disable the improved oceans, all of the sub-biomes, and hopefully cure all of the bugs). Also added an option for disabling ore spawning.
    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 Ariannae

    Yeah, that's what I was thinking. Strangely enough though, it was -only- seeming to occur with the newest Ocean Biome ID. Alas, I enjoy the newly added dungeons from Dimensional doors too much to disable it altogether. One in every few worlds generated would crash, but I haven't had a world gen crash since (Hopefully temporarily) disabling the Ocean. So definitely just an incompatibility, but not sure what's causing it between the two, or why.

    Any plans on being able to extend the sub-biomes to other Mod-added Biomes? I seriously adore the idea. It makes for some astounding landscapes, no joke.

    I'm also at a loss for what is causing that error. The line in BiomeGenOcean2 that errors is just a check for the height of the top block at that coordinate... Try disabling rift spawning in Dimension Doors config.
    It's hard to work with other mods' biomes but I will see what I can do. I'm pretty sure Biomes o Plenty uses a few sub-biomes as well, but does it differently than Highlands.

    Quote from TSAMP1924

    I have been thinking if it's possible for you to make the vanilla leaves drop your saplings as well without editing any base files. I've seen some mods that make tall grass drop custom stuff from their mod without editing those files (like the useful food mod) and I wondered if you could do that too.

    If you can, then you should make the saplings have different drop rates (like the Ironwood trees have a very low chance of dropping). And since not everyone might like that feature, you could add an option in the config file to disable it which would make the saplings available by crafting them only.

    This is a good idea for the smaller trees especially. I do feel that the crafting recipe with soul sand is a bit much for some of the medium-sized trees. Ironwood saplings will probably be crafting-only, though.
    Also, the sub-biome screenshots have been removed for now. The screenshots were out of date, and then the OP got really messed up about a week and a half ago, after I fixed it I didn't bother adding them back in. I will put them back in soon.
    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 ClassyTurtle

    I have to say, for someone who limits themselves to using only vanilla Minecraft , you have done a fantastic job adding new biomes and trees that really change the terrain and make it very diverse.

    On a side not; Did you remove the Sequioa Griove?

    I don't think of it as a limitation. I think some biome mods add too many blocks. If I was to choose terrain blocks to add, it would have to be red rock (like EBXL and BoP both have) and some kind of dirt that doesn't grow grass. Other than that, I don't think Minecraft needs any more terrain blocks.
    I didn't remove the Sequoia Grove, but rather changed it to Redwood Forest because nobody who made a video could pronounce "Sequoia". I didn't change anything about the biome.

    Quote from IfIDieIWasAFK

    Okay I'm getting stuck on converting world and since I actually read the OP my laptop is a Toshiba satellite L645D:
    Windows 7 home premium 64-bit (6.1,build 7600) Operating System
    Processor is AMD Turion II P540 dual core.
    I don't think you need my video card or anything, the mod worked before i updated to the ocean bump.

    Thanks for telling me that much. Make sure you are on the latest recommended build of Forge and Minecraft 1.4.7 (it's not compatible with 1.4.6 anymore). Can I see the forge log and/or crash report, and are you using MultiMC or MagicLauncher?

    Quote from frumbert

    what kind of settings / normal hardware does this require for a server? I've given java 2 gigs on my i7 x64 win7 and it's still saying "can't keep up" all the time....

    Highlands server runs fine on my computer (i5 x64 windows 8) localhosting even on far and fancy with almost no lag. Could it have something to do with your internet connection? I didn't change any settings except to change the world type to Highlands.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] 1.4.1 "BetterSurvival" SSP/SMP "Its Time to Survive" 3D Backpacks, Fishnets, More Foods and Dyeable Beds.
    Awesome job so far, and good luck getting the bugs out of the installer. I've just released a new update to Highlands, so you can update it in the pack. I actually clicked on this browsing the forums without knowing that Highlands was in it, and I had to do a double take on the first picture, like "are those my trees in the background... oh yeah, this is the modpack I gave permission to a few days ago!" Anyway great work.
    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)
    New update released! Epidemia, you'll be happy to know that all trees now have properly rotated branches :) . As well there are a ton of new features in just about every area.

    Quote from Epidemia78

    Hey thanks. Thats the John Smith texture pack. :)

    hey sdj64, I thought you might like to know that Primitive mobs now spawn in highlands biomes:
    http://www.minecraft...e-mods-support/

    Thanks for letting me know. Always good to see mods being more compatible. I do have a compatibility workaround now for mob mods that don't support Highlands, that allows Highlands to be halfway compatible with any mob-adding mod by copying similar vanilla biomes' spawn lists.

    Quote from MUSHROOMSOCK

    Nice world! Like the cottage. What texture pack is that cos I NEED IT!



    sdj64, can you add a new tree that can only be planted on classic superflat in creative mode? It would be 6 times as big as an ironwood and have roots and branches, it would be coo if it had a 150x8x8 trunk.

    I actually already experimented with trees this big. The regular bigtree generator in minecraft has no hard cap on height, so it can generate incredibly huge trees. It does freeze up my computer for a good two minutes to generate, though. Here's a picture of a 220? block tall tree next to an Ironwood.


    However, you got me thinking about other types and shapes of giant trees...
    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 4HeadTiger

    Wow, this mod is simply amazing.

    I have a couple of suggestions, I'm not sure how easy they would be to implement, some probably would be difficult, but some would be pretty easy.

    Firstly - Better oceans. It'd be ok to have stone and gravel mounds sticking up out of the ocean floor, but current oceans are ugly with 50/50 dirt and sand all over them. Oceans are also a little bit too shallow
    Also, making the oceans deeper. Using the idea of sub biomes and transition biomes, would it be possible to do things like making oceans get deeper the further out you go, or adding parts where the ocean is hugely deep? Increasing spawn rates of ores in the deeper parts of the ocean could add for some interesting game dynamics.

    Cave System - you've done something incredible with the above ground. Even if you modded the underground and the changes were only a quarter as epic as the above ground, you would still have made something unbelievably incredible. Also, how about some obsidian underground in the volcanoes?

    Structures - I know it's been pointed out already, but villages seem to be a lot rarer with your mod installed. Jungle temples have always eluded me so I can't really comment about them. Things like villages should spawn more regularly, and perhaps even in some awesome places, for example a tropical island village, or tundra village (with igloos).

    There are other things which give the game more depth. For example, fallen trees, groves and grottos in the middle of huge forests (perhaps even with an ironwood tree at the center), a ruined outpost on the side of a mountain, a sunken ship under the ocean, perhaps even a rare meteor crater sub biome - basically just a big round crater... it can spawn in most biomes and it partially blends into the terrain. The player could even find the meteor in the middle - a rich deposit of iron and redstone, perhaps it even has some endstone or glowstone at the center.

    I love the terrain and it gives the game an amazing new feeling life, however this amazement is only making me think if things which can build onto that.

    Great work, this is an amazing mod and I look forward to seeing where it goes in the future XD

    I'm working on better oceans. I have made many more types of islands and volcanoes will have many more ores underground. I might add obsidian generating.
    I currently have no plans with the cave system however you can expect to see some more features like the underground ice in tundras.
    I'm trying to find out why villages are not working properly. It should be fixed soon.
    I'll keep in mind some of the things in your additional suggestions for later.

    Quote from SvEgiiVEteR

    if installed with Highlands1.1.3_MC1.4.6.zip mod gregtechmod2.79c.zip or mystcraft-uni-1.4.7-0.10.0.00.zip, any of them. then disappear from the list of biomes Forge_MobSpawnControlsv1.4.6.2.zip
    Ice Mountains and Ice Plains
    and biomes missing from the list too mystcraft ..
    How is this possible?

    edit

    mystcraft to understand.
    need to rename it to 0mystcraft-uni-1.4.7-0.10.0.00
    that he was loaded first.
    and with GregTech I can not understand what to do: (
    check log ..
    http://paste.ubuntu.com/1690819/

    Highlands currently replaces ice plains with tundra. In the next update you will be able to add in ice plains and Ice Mountains again (in addition to tundra). It has to do with the strange way vanilla minecraft handles oceans and ice plains, and was meant to be a temporary fix. So ice plains and ice mountains aren't there because of a "feature" of Highlands that will be fixed soon.
    Posted in: Minecraft Mods
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