Highland
| Highland | |
|---|---|
| Mod | Biomes O' Plenty |
| Temperature | 0.6 |
| Downfall | 0.6 |
| Precipitation | Rain |
| Surface share | 0.16% of land |
| Cave share (y=-30) | 0.04% |
| Water color | #3f76e4 |
| Fog color | #c0d8ff |
| Sky color | #7aa5ff |
| Structures | 133 |
| ID | biomesoplenty:highland |
The Highland is a hill biome added by Biomes O' Plenty. It has a rain climate, a standard set of vanilla ores and a hostile population that mixes vanilla mobs with horror mobs from Born in Chaos. In Fear Nightfall it makes up 0.16% of the land surface, so it is an uncommon biome. It allows 133 structures from several mods.
Description
The Highland has a temperature of 0.6 and a downfall of 0.6, with rain as its precipitation. Its water is blue (#3F76E4) and its sky is pale blue (#7AA5FF). Fog is pale blue (#C0D8FF), and underwater fog is near-black blue (#050533), so water is dark once a player is submerged.
Ambient sound is the vanilla cave track, which plays every 6000 ticks. The biome music is the Jagged Peaks track. It replaces no current music and starts after a delay of 12000 to 24000 ticks (10 to 20 minutes).
The biome is classed as a hill biome in the vanilla tags and as a hill and mountain biome in the common tags. Vegetation is placed as grass and tall grass patches and glow lichen, and rock features are scattered across the ground (see Features).
Generation
The Highland carves caves and canyons (ravines) from the air carvers, so the ground is broken by ravines as well as caves. It is in the vanilla stronghold-biased tag, which Biomes O' Plenty applies to all of its biomes, so strongholds are more likely to be placed near it.
The biome makes up 0.16% of land surface. In the cave layer at y=-30 it makes up 0.04%. It is not one of the biomes given 6× weight in the pack's biome table. Horror content in the Highland comes from its spawn table and from its structures, not from biome weighting. See the Crag for a biome with a similar climate and no horror weighting either.
Features
The biome's ore placements are the vanilla set: dirt, gravel, granite, diorite, andesite, tuff, coal, iron, gold, redstone, copper, lapis and emerald. Diamond has four placements (standard, medium, large and buried). Infested ore is also placed. Born in Chaos adds infected diamond and infected deepslate diamond ore features and black argillite. Butchery adds sulfur ore and its own sulfur and salt features, and Iron's Spells adds a mithril ore placement.
Two monster room features and amethyst geodes also generate here. Underground and surface lava lakes and lava springs are placed, along with water springs and underwater magma.
Plant features include the grass and tall grass patches, glow lichen, and wild flax and cave urns from Supplementaries. Wild carrots and wild onions from Farmer's Delight are placed as patches. Two rock features are placed: a vanilla forest rock feature that is attempted in each chunk with a 1 in 3 chance, and Biomes O' Plenty's scattered rocks, attempted with a 1 in 7 chance.
Mobs and structures
The hostile spawn table is led by the vanilla mobs. Spiders, skeletons, creepers and slimes each have a weight of 100, and zombies have 95. Slime golems (25) and skeleton creepers (20) follow. The horror mobs include necromancers (18), nightmares (7), dread hounds (7) and spirits of chaos (4). The rarest hostile entries, with a weight of 1, are Krampus, the lifestealer, the mutant enderman and the supreme bonescaller.
Passive spawns are sheep (12), pigs, chickens and goats (10 each), cows (8) and ferrets (4). Bats (10) and glow squid (10) are the ambient and underground water spawns. The water has bluegill and perch (20 each), and a range of other fish with lower weights.
The biome allows 133 structures. Among them are Firewell, Catacombs, Evoker Fort, Illager Hideout and Manor and the Graveyard set of large and medium graveyards, along with vanilla mineshafts and a Structory Towers ancient temple. The full list is in the table below, which is generated from the game data.
Monster
Creature
| Mob | Weight | Chance | Group size |
|---|---|---|---|
| Sheep | 12 | 22.2% | 4–4 |
| Pig | 10 | 18.5% | 4–4 |
| Chicken | 10 | 18.5% | 4–4 |
| Goat | 10 | 18.5% | 4–6 |
| Cow | 8 | 14.8% | 4–4 |
| Ferret | 4 | 7.4% | 2–3 |
Ambient
| Mob | Weight | Chance | Group size |
|---|---|---|---|
| Bat | 10 | 100.0% | 8–8 |
Underground Water Creature
| Mob | Weight | Chance | Group size |
|---|---|---|---|
| Glow Squid | 10 | 100.0% | 4–6 |
Water Creature
| Mob | Weight | Chance | Group size |
|---|---|---|---|
| Corpse Fish | 3 | 75.0% | 3–5 |
| Glutton Fish | 1 | 25.0% | 1–1 |
Water Ambient
| Mob | Weight | Chance | Group size |
|---|---|---|---|
| Bluegill | 20 | 13.0% | 1–6 |
| Perch | 20 | 13.0% | 1–6 |
| Minnow | 18 | 11.7% | 1–5 |
| Brown Trout | 10 | 6.5% | 1–3 |
| Carp | 10 | 6.5% | 1–3 |
| Smallmouth Bass | 10 | 6.5% | 1–3 |
| Cave Crawler | 6 | 3.9% | 2–3 |
| Cave Eel | 6 | 3.9% | 1–1 |
| Deep Grouper | 6 | 3.9% | 3–5 |
| Shadow Snapper | 6 | 3.9% | 2–4 |
| Gar | 6 | 3.9% | 1–2 |
| Abyss Angler | 4 | 2.6% | 1–1 |
| Angler Fish | 4 | 2.6% | 1–1 |
| Crystal Shrimp | 4 | 2.6% | 2–3 |
| Glowfish | 4 | 2.6% | 3–5 |
| Iron Tetra | 4 | 2.6% | 3–5 |
| Lapis Lanternfish | 4 | 2.6% | 3–5 |
| Muskellunge | 3 | 1.9% | 1–1 |
| Bedrock Tetra | 2 | 1.3% | 3–5 |
| Crystalline Carp | 2 | 1.3% | 3–5 |
| Gilded Minnow | 2 | 1.3% | 3–5 |
| Luminescent Jellyfish | 2 | 1.3% | 3–5 |
| Catfish | 1 | 0.6% | 1–1 |
Structures (133)
Mineshaft, Ruined Portal Mountain, Stronghold, Trial Chambers, Prison Large 1, Prison Small 1, Skeleton Dungeon, Small Dungeon, Spider Dungeon, Zombie Dungeon, Stronghold, Catacombs, Shrine Combat Tier 1, Shrine Combat Tier 2, Shrine Combat Tier 3, Shrine Combat Tier 4, Shrine Combat Tier 5, Shrine Tower, Bunker, Ruin Town, Wild Ruin, Evoker Fort, Firewell, Large Graveyard, Medium Graveyard, Small Grave, Small Graveyard, Small Mountain Grave, Illager Hideout, Campsite, Fire Camp, Horse Campsite, Mine With Campsite, Barn, Duck, Haystack, Horse Pen, Shed, Wheat Grain Bin, Windmill, Wooden Wheat Farm, Floating Islands, Large Floating Island, Azelea House, Deepslate House, Diorite And Deepslate House, House, Lil House, Tall House, Warped House, Medium Oak Lantern, Small Campfire Lantern, Small Oak Lantern, Blue Stall, Cart, Cartographer Tower, Large Cart 1, Large Cart 2, Orange Stall, Pink Stall, Red Stall, Castle Ruins, Crystal, Log Ruin, Ruined Beacon, Small Ruin, Statue Ruins, Stone Pillars, Arena, Calcite House, Castle Ruin, Castle Tower, Diorite House, Large Tower, Nether Portal, Small Deepslate House, Small Oak House, Small Tower, Spruce Huts, White House, Leaf Hollow, Small Pond, Taiga, Tree 1, Tree 2, Tree 3, Tree 4, Tree 5, Tree 6, Tree 7, Tree 8, Volcano, Diorite Tower, Large Warped Tower, Big Oak Tree, Dead Tree Oak, Oak Tree, Tree Monument, Bench, Cathedral, Gallows, Lamp Chest, Mushroom Pond, Paths, Pile, Railway, Small Oak Pond, Sunzi Gate, Villager Statue, Rare Well, Rocky Well, Small Copper Well, Small Tower Well, Small Well, Stone Fountain, Well, Illager Camp, Pillager Outpost Tudor, Pyromancer Tower, Remnant Big Remnant 2, Remnant Big Remnant 3, Remnant Big Remnant, Remnant Bridge Remnant, Remnant Bunny Base, Remnant Medium Remnant 2, Remnant Medium Remnant, Remnant Miner Hut, Remnant School Remnant, Rubble Forest, Ancient Temple, Warped Greatsword, Village Tudor, Road Sign
Tips
Hostile mobs make up most of the spawn weight, and the largest share is spiders, skeletons, creepers, slimes and zombies. The horror mobs appear at lower weights, so most encounters are with vanilla mobs. Hostile mobs spawn in darkness, so night is the more dangerous time to travel here.
Underground lava lakes and lava springs are placed in the cave layer. Caves and ravines both carve through the biome, so check the footing before moving through a cave opening or a ravine.
Wild carrots and wild onions grow in patches on the surface and can be gathered as food. Strongholds are biased toward this biome, so a search for a stronghold may take a player through it.