Inactive [FUN/MISC] Vegetation 3.4.6 - Wild Grass/Vines/Plants/Moss/Grazing Animals (Permissions 2.6+) [1060]

Discussion in 'Inactive/Unsupported Plugins' started by zeff, Mar 9, 2011.

  1. Offline

    zeff

    Vegetation: Wild Grass, Vines, Plants and Moss Growth! v3.4.6

    This plugin implements the functionality of ejhopkins' Wild Grass Collection v15.2 server mod, as well as vines on trees, (partially working) lily pads and mini-cacti on land, mossy growth spreading on cobblestone and surface plant spreading functionality based on Master-Guy's PlantSpreader plugin. **Note that in order for the players to see the wild grass, you must install the client mod following the instructions found here.** Of course, the grass and/or plant growth can be disabled.

    Now supports vines! See the latest screenshots in the list below.


    Screenshots (I'm using Misa's HD Texture Pack):
    Show Spoiler

    [​IMG]
    Yeah, I didn't let much grass grow. I had it set too low for the demo screenshot.

    [​IMG]
    Holy cow, that's seriously planty.

    [​IMG]
    Single grow of a square of tall (10) grass blocks around me using the /gg 10 command on each block.

    [​IMG]

    This field was grown using /growfield 8.

    [​IMG]
    ...and then mowed back down with /mow.

    [​IMG]
    Nice pretty vines hanging down from this tree... (stock MC textures)


    Features/caveats:
    Show Spoiler

    • Placed plants (vines, cacti, lilypads) will sometimes (actually, semi-frequently) pop out and become plant pickups. This is an issue with the Minecraft server automatically doing its environmental plant-population algorithms. Until I find a way to circumvent this, your mileage may vary. Again, anyone is welcome to tweak the source code and make it work better.
    • To be able to plant flowers on sand or water requires a server patch.
      (see below)
    • Grass will grow taller. It can get pretty ridiculous. Without the optional client-side mod, players will only see normal grass blocks.
    • Specified animals will eat whatever grass they encounter, down by one level, on a timed basis.
    • Plants (flowers, mushrooms, cacti, canes, and pumpkins) will spread to nearby adjacent blocks of the same type.
    • Tall Grass and Dead Scrubs now also grow and spread
    • Growth will only occur during the daytime.
    • It will also only occur in the biomes set in the .ini file (see below)
    • It will also occur in all worlds hosted by a server, and only in chunks occupied by at least one player.
    • Configuration folder/file will be created if not found. To reset to factory defaults, simply delete the plugins/Vegetation/Settings.ini file.




    Server Patcher:
    Show Spoiler

    Bukkit Patcher (Download):
    If you want to be able to plant flowers on sand/water, you need to patch your craftbukkit version with the patcher provided here. However, putting flower blocks on water requires you to target the non-water block beneath the water block you want to plant your flower on. This is due to the way the client mod renders lilies, something I can not change. Bugs may occur if you don't plant them correctly, however there is no way your server map will get corrupted. In that case the client thinks there is a plant block on top of water while there actually is none. You will be able to see the "fake" lily but nobody else will, those fake ones will disappear once you relog.
    You may also use /grow flower to grow lily pads on water.

    This patch will not corrupt your map in any way. If you don't have it installed, the server will just unroot all flowers previously planted on sand/water blocks. They'll just pop.


    start_patcher.bat:
    @echo off
    java -Xincgc -Xmx1G -jar BukkitPatcher_0.0.jar craftbukkit.jar
    pause

    Open the start_patcher.bat file and edit the highlighted portion to the name of your carftbukkit file. You have to put both files into the same directory as your craftbukkit.jar in order to patch it.

    Commands:
    Show Spoiler

    • /grow [type]: trigger a manual growth loop for the specified plant type.
      Valid types are: flower, mushroom, cactus, sugar_cane, moss, scrub
    • /mow: removes all grass within growthRange of player (see configuration) - it will reduce all tall grass blocks into grass-covered dirt blocks.
    • /biome: returns the type of biome the player is currently standing on. You can use this command to collect information on which biome the new tall grass blocks are placed in. Please post your findings in here so I can implement it.
    • /purge [type]: purges your map and removes vines and wild grass
      Valid type are: wild_grass, vines, tall_grass
    (Working on adding back the other commands / features)​


    Configuration:
    Show Spoiler

    • The configuration file (plugins/Vegetation/<your worlds name>.ini) looks like this:
    Code:
    /* Block Search Settings:
    growthRange=20
    verticalRadius=5
    
    /* Vegetation Settings:
    enableGrass=false
    enableTallGrass=false
    
    /* Set max grass height from 1-9
    maxGrassHeight=9
    enablePlants=false
    enableFlowers=false
    enableFungi=false
    enablePumpkins=false
    enableCacti=false
    enableCanes=false
    enableMoss=false
    enableLilyPads=false
    enableVines=false
    
    /* If this option is set to true,
    /* moss will grow on any cobblestones touching water
    /* regardless if there was a moss block to spread from or not.
    waterGrowsMoss=false
    
    /* Player related Settings:
    maxActivePlayerCommands=40
    spreadAmountFlowers=5
    spreadAmountFungi=5
    spreadAmountCacti=5
    spreadAmountSugarCane=5
    spreadAmountMoss=5
    spreadAmountTallGrass=5
    /* The player will trample a path through the grass if set to true.
    trampleGrass=false
    
    /* ENTITIES:
    enableGrazers=false
    /* Sets max number of grazing animals.
    /* You should decrease this number if you encounter server lag.
    grazerMaxCount=10
    grazingSheep=true
    grazingCows=true
    grazingPigs=true
    grazingChickens=true
    
    /* BIOMES:
    /* Enabled/Disables the growth of vegetation on
    /* certain biomes.
    growForestBiome=true
    growRainforestBiome=true
    growShrublandBiome=true
    growSavannahBiome=true
    growPlainsBiome=true
    growSeasonalForestBiome=true
    growIceDesertBiome=true
    growDesertBiome=true
    growHellBiome=true
    growSwamplandBiome=true
    growTaigaBiome=true
    growTundraBiome=true
    
    /* EVENTS:
    /* The following parameters determine how many ticks of
    /* 100 ticks a specific type of action is being executed.
    /* (Example: If grassPercent is set to 60, there is the possibility
    /*  of grass growing at 60/100 ticks if a grass block is found 60 times.
    grassPercent=40
    tallGrassPercent=20
    plantsPercent=5
    mossPercent=5
    lilyPadPercent=5
    vinePercent=5
    grazePercent=10
    
    
    • growthRange: width radius (from each player), in blocks, of horizontal block-checking and growth to occur - this affects server performance.
    • verticalRadius: height radius (from each player), in blocks, of vertical block-checking and growth to occur - this also affects server performance.
    • enableGrass, enable tallGrass, enablePlants, enableMoss, enableGrazers: self-explanatory :)
    • enableFlowers, enableFungi, enableCacti, enablePumpkins, enableCanes, enableVines, enableLilyPads: individually enable/disable growth types as needed. If enablePlants is set to false, these options will be ignored.
    • waterGrowsMoss: if set to true, any cobblestone touching water will become mossy over time. If moss spreading is also enabled, it will continue to spread from there.
    • grassPercent: percent of the time in which grass should grow
      (see also grazePercent below)
    • plantsPercent: percent of the time in which plants should spread
    • mossPercent: percent of the time in which moss should spread
    • lilyPadPercent: percent of the time in which lilypads should spread
    • vinePercent: percent of the time in which vines should grow
    • tallGrassPercent: percent of the time in which tall grass should spread

    • growForestBiome, growRainforestBiome, growShrublandBiome, growSavannahBiome, growPlainsBiome, growSeasonalForestBiome, growIceDesertBiome, growDesertBiome, growSwamplandBiome, growTaigaBiome, and growTundraBiome: individually enable/disable growth in these biomes as needed.
    • enableGrazers: if set to true, then the mobs (if enabled with the following directives) will eat the grass down by one level.
    • grazePercent: percent of the time in which animals will eat the grass
    • grazingSheep, grazingCows, grazingPigs, grazingChickens: enable/disable the ability for these individual animal types to graze on the grass, accordingly.




    Permissions:
    Show Spoiler

    - 'vegetation.grow' - grants access to the /grow command​
    - 'vegetation.growall' - grants access to the /growall command​
    - 'vegetation.mow' - grants access to the /mow command​
    - 'vegetation.purge' - grants acces to the /purge command​
    - player command biome does not require any player permissions​

    Download:
    Download the Plugin (latest version, JAR) v3.4.6​



    Source is now at Github - most recent releases can be found under the test branch.​

    Previous builds can be found here (and on Github).​

    Changelog:



    Show Spoiler

    Version 3.4.6 09-August-2011
    * fixed Long Grass growing on sand and water upon chunk creation​

    Version 3.4.5 22-July-2011
    * fixed playerlist for nether and skylands​
    * fixed possible memory leak​
    * fixed a lot of NullPointerExceptions​

    Version 3.4.4 20-July-2011
    * vines will now vanish if a tree burns down​
    * tweaked tall grass spread a bit​
    * added option to purge command (wild_flowers will purge all sand flowers and lily pads)​

    Version 3.4.3 10-July-2011
    * fixed vines turning back into sugar cane blocks (hopefully)​
    * vines decay now​

    Version 3.4.2 22-June-2011
    * it should be possible to edit signs again​

    Version 3.4.1 16-June-2011
    * fixed Wild Grass​
    * adjusted spreading of Tall Grass​
    * added more options for purge command (self-explaining)​
    * new algorithm for trample grass!​
    * Wild Grass no longer grows on the same block as Tall Grass​

    Version 3.4 14-June-2011
    * added new purge command which removes vine blocks and resets grass blocks meta data (removes wild grass)​
    * vines will only grow on normal trees​
    * added Tall Grass aka Dead Scrubs, Tall Grass and Green Scrubs​
    * added settings check for the grow command, players now only can grow plants which are also enabled in the settings​
    * plants now only spread within their biome type​
    * enabled wild grass and trample grass again​

    Version 3.3 06-June-2011
    * implemented Operator commands for those who don't have Permissions installed on their server​
    * disabled grass for now, pending investigation​
    * fixed plant growth explosion​
    * added "biome" player command, which will just tell you in which type of biome you currently in​

    Version 3.2.2 20-May-2011 zeff
    * vines will no longer drop sugar canes​
    * player can now mow grass with hoes​
    * trampleGrass changed so that it appears more natural (kicks off with a chance of 40% now)​

    Version 3.2.1 14-May-2011 zeff
    * fixed a nasty bug where plants, especially lilies would sometimes replace a block instead of growing on one​
    * flowers and mushrooms now only grow if the light level is appropriate​
    * fixed a bug with planting flowers on water​
    * red roses no longer spread yellow flowers​

    Version 3.2 12-May-2011 zeff
    * separate setting files for each world
    * lily pads added​
    * sand flowers added​
    * performance improved​

    Version 3.1.2 06-May-2011 zeff
    * Implemented thread-safe playerlist as preparation for multi world support​
    * changed default settings for first plugin run​

    Version 3.1.1 02-May-2011 zeff
    * Cacti no longer spawn directly beside blocks which would unroot them instantly​
    * Sneaking players no longer trample down grass​
    * Minor bug fixes​

    Version 3.1 28-Apr-2011 zeff
    * Animals can once again graze grass​
    * Implemented spreading ratio for flowers/mushrooms/cacti. This will prevent them from covering your whole map as they can only spawn in a specific ratio per area​
    * Vines are growing now once you enable them​
    * "trampleGrass": If enabled, players will trample down grass and create a path​
    * "maxGrassHeight": self-explaining​

    Version 3.0 27-Apr-2011 zeff
    * disabled growall command since it's kind of useless the way it is now​
    * fixed mow player command​
    * disabled vines since they are not working properly and create lag​
    * added new setting option for player commands: maxActivePlayerCommands only allows a set amount of commands to run simultaneously​

    Version 2.31 13-Apr-2011 w5i2
    * Recompiled against latest recommended Craftbukkit build #674.​
    * Fixed another pretty ridiculous bug in the plant growth player-getting subroutine, one which was seriously affecting performance. Should work even more as it was designed to work now. :)

    Version 2.3 09-Apr-2011 w5i2
    * Recompiled against latest recommended Craftbukkit build #670.​
    * Grass grows through snow blocks now. Can't wait until 1.5 comes out!
    * Fixed a pretty ridiculous bug in the plant growth percentage calculations. Should work as it was designed to work now. :)

    Version 2.21 01-Apr-2011 w5i2
    * Recompiled against latest recommended Craftbukkit build #617.​
    * Added the ability to have water cause cobblestone to become mossy. Only if the cobblestone is touching the water, obviously.. And of course, normal moss spreading can take over from there if you have that enabled as well.​


    Version 2.2 30-Mar-2011 w5i2
    * Updated to incorporate new features of Wild Grass 10.1+ -- vines!!
    * Changed growth percentages to doubles, so now fractional percentages may be used in the .ini file.​
    * Added HELL biome to the list of configurable biomes (see above)​
    * added /growvines # command. For example, /growvines 10 will grow ten random vines within growthRange number of blocks.​
    * added /vine # command. If you aim at any lower leaf block on a tree and type /vine 3 it will grow a single vine from that block, three blocks tall.​
    * Recompiled against latest recommended Craftbukkit build #602.​

    Version 2.11 25-Mar-2011 w5i2
    * Fixed the /growgrass # command handling. Try /growgrass 1000 and watch it grow!​

    Version 2.1 24-Mar-2011 w5i2
    * Improved the plant spreading code, now my world has way too many flowers. :) Still not seeing any cacti growth, but I do see evidence of canes spreading.​
    * Grazing animals now will only eat grass that is >3 in height. I will most likely add a grazeHeight setting to the .ini file.​
    * Added /gg, /growfield and /grass commands (see Usage above)​
    * Added optional numeric arguments to the /overgrow and /growgrass commands to temporarily change/set the grassPerGrow value to something higher if needed.​
    * /overgrow now has one plant cycle included per 10 grass cycles (unless growPlants is disabled, of course)​
    * /mow now sets the surrounding grass level to 3 instead of 1 (completely flat). If you prefer the completely flat look, you can use /growfield 1 to achieve the same effect.​
    * Removed the obnoxious "Updating player position.." spam from the debug logging​

    Version 2.0 20-Mar-2011 w5i2
    * Major rewrite of the timer task code. This should greatly help with CPU performance issues.​
    * /overgrow now only grows around the player who typed it, rather than all players. It also now runs 1,000 growGrass() cycles, and notifies you at 25%, 50%, 75%, and completion, since it takes a while to run.​
    * Rewrote the way the timer handles the growth tasks - now it is based on a 100-slot timeslot system, so grass/plant/moss/graze amounts can be specified as percentages.​
    * Removed a few unneeded configuration directives and added some others.​

    Version 1.5 19-Mar-2011 w5i2
    * Had the idea to add animal grazing. This should help keep the grass down. :)

    Version 1.41 18-Mar-2011 w5i2
    * Recompiled against the latest recommended Craftbukkit build #556.​
    * Fixed the cacti/canes growth.​

    Version 1.4 18-Mar-2011 *it is recommended that you update to this version or newer* w5i2
    * Divided the moss, grass, plants, and block manipulation functions into separate Java classes.​
    * Added /growmoss command.​
    * Added mossEnabled and mossPerCycle to the .ini settings.​
    * Rewrote the TimerTask threads to be properly implemented (as classes instead of functions)​
    * Finally got the mossy cobblestone spreading to work​
    * I completely forgot to fix the cacti/canes growth, it will be fixed in the next release :)

    Version 1.31 15-Mar-2011 w5i2
    * Fixed a serious bug in which it would "grow" half-blocks into other types of half-blocks, or rotate stairs and rails. I apologise for any inconvenience this may have caused.​
    * Added the remaining biomes (sans Biome.HELL) to the configuration​
    * Apparently TimerTask asynchronicity is discouraged, so I changed the timer tasks to synchronous.​

    Version 1.3 14-Mar-2011 w5i2
    * Rewrote the looping routines again! They actually work properly now.​

    Version 1.21 10-Mar-2011 w5i2
    * Rewrote the looping routines to be a bit more efficient.​
    * Fixed a couple more mathematical bugs.​
    * Discovered and implemented the nifty Block.getRelative(BlockFace.UP) method.​

    Version 1.2 10-Mar-2011 w5i2
    * Added /overgrow command.​
    * Recompiled against latest recommended Craftbukkit build #531.​

    Version 1.1 10-Mar-2011 w5i2
    * Fixed flawed multi-world checking code. :)
    * Fixed flawed block-checking code.​
    * Added more configuration options.​
    * Added more biomes in which growth may occur.​

    Version 1.0 09-Mar-2011 w5i2
    * Created plugin.​
     
    Teteros, Sphax, kahlilnc and 2 others like this.
  2. Offline

    Etalyx

    Actually, confirmed this morning it is indeed the new version 2.1 of the Vegetation plugin. Tried adding it and removing it several times and got the same server freezing / server ok each time.
     
  3. Offline

    manura133

    I can confirm this behaviour, too.
    Had to drop this plugin a few minutes ago beacuse the server was freezing.

    Anyway, great work to port this to bukkit! Can't wait until it runs smooth.
     
  4. Offline

    HanzoSanada

    Since OP hasn't responded in a while, I would like to try to help :) even though i know nothing about the code for this plugin.

    Are you and manura positive it's the plugin? I have a server running with about 12 other plugins + vegetation and no freezes.

    and I am also using Vege 2.1 / CB 556
     
  5. Offline

    oxide7

    I still cant get the grass to grow anywhere, so i tried 2.1 and my server slowed to a crawl.
    I'm putting this one on the back burner for now. Love the idea, just gotta wait till everything bukkit gets a bit better.
     
  6. Offline

    weasel5i2

    Hmmmm.. I'm looking at the code now, trying to figure out what's going on. I will definitely have to add a check to the routine to make sure it only works for connected players and not NPCs. I welcome anyone who knows Java to suggest any improvements to the source code ^_^
     
    zwarmapapa likes this.
  7. Offline

    HanzoSanada

    And you've tried a fresh .minecraft folder?

    For this plugin to work I think you should just need Wild Grass and Modloader in your client. That's what I have.

    Code:
    My plugins are:
    Achievements
    BankAccount
    BigBrother
    BorderGuard
    Colorme
    CBUptoDate
    Essentials
    GroupManager
    HeroicDeath
    HeroSneak
    iChat
    iConomy
    iSee
    LWC
    mcMMO
    Multiverse
    PreciousStones
    RealShop
    SignColours
    SlowHealth
    Spawnr
    Stats
    Towny
    VEGETATION <<<<<<<<<<<<<<<<<<<<<<<<
    War
    WorldEdit
    WorldGuard
    And as such I take the liberty of stating that this plugin is compatible with mine listed.



    Can you make the grass grow faster? I've used /grow and overgrow about 10 times in 1 spot and they are still in the 1st/2nd grass stage.

    EDIT: Suggestion:
    Implement a "number of cycles" setting for overgrow. [Easy for AFK grass growing :)]
     
  8. Offline

    Fatnipple

    Hey is the plant spreading working for this? i cant seem to make it work
     
  9. Offline

    weasel5i2

    It is implemented as of 2.1 :) If you type /overgrow 100 you will grow a lot of grass and plants. You can also specify a number with /growgrass as well, as soon as I upload version 2.11 in a moment.. :) Just tried /growgrass 1000 and it grew a lot of grass really quickly as I watched!
     
  10. Offline

    Arcwolf


    /growfield

    and

    Code:
    public static void fieldOfGrass( Player player )
        {
            Integer R = Math.round( Vegetation.growthRange / 2 );
            int height = 0;
            double pX = player.getLocation().getX();
            double pZ = player.getLocation().getZ();
    
            Block currentBlock = null;
    
            for( double X = (pX-R); X <= (pX+R); X++ )
            {
                for( double Z = (pZ-R); Z <= (pZ+R); Z++ )
                {
                    height = Vegetation.generator.nextInt(8);
                    currentBlock = getTopBlock(player.getWorld(), X, Z );
    
                    if( currentBlock != null )
                    {
                        if( currentBlock.getTypeId() == 2 )
                        {
                            currentBlock.setData( (byte) (height+1) );
                        }
                    }
                }
            }
        }
    That grew grass really quickly as I watched too :)

    lol. I actually like that command much better now... Thoughts on my recklessness?
     
  11. Offline

    HanzoSanada

    Erm... others should see the grass right? Because others on my server cant.
    Do they need the wild grass mod too? or do i just need it

    EDIT: I started a new minecraft bin and I can't see it either.
    EDIT2: Do you have any ideas why the grass on my server goes up the the 2nd stage?
     
  12. Offline

    Ovocean

    I like the last improvements ! =)

    Questions :

    1) Would it be possible to randomly rotate the grass blocks in order to break the repetive patterns when there's an alignment of the same grass type ?

    2) Moss is growing too fast for my tastes but I can't go below 1%, could you allow float numbers ?

    3) "grassPerGrow=1", what does it mean ? (Why this + grassPercent ?)

    4) What's the length of a cycle ?

    Thanks !

    Edit: Vegetation still causes awful lags. All players stutter. I'll try to see if it's a specific option that does this.
     
  13. Offline

    Quenaros

    Of course EVERYBODY needs the CLIENT side plugin for this to work.
    If your client doesn't know what grass is, it can't show it to you.
     
  14. Offline

    zwarmapapa

    The version, that you see in the console at startup, is still v2.0.
     
  15. Offline

    Bakuhatsu

    Uhm... >.> Is there any way to reset the grass fully, as in remove it? I kinda made an area accidentally have tons of grass while I don't really want it to.
     
  16. Offline

    h0us3cat

    After some more testing.
    This plugin stopped working on my server since v1.41.
    if i do /growplant s on 1.41-2.0 it just says growing plants... and there grows nothing.
    On 2.1x+ if i do /growplants nothing happens.
    I am on cb build 556.
    If you dont believe me, send me a message and i put my test server online so you can see it yourself.
     
  17. Offline

    Dreamskiller

    It seems that this plugin takes a lot of RAM :/
     
  18. Offline

    doug johnson



    weasel5i2 in da works
     
  19. Offline

    Celtic Minstrel

  20. Offline

    Venatius

    Could this possibly incorporate the new vines feature in Wild Grass v10.1? Also, is it compatible with the clientside version thereof, or do I need to hang back for now?
     
  21. Offline

    Bakuhatsu

    /mow only cuts them down to 1, I want them gone completely. As I've got a massive field fully covered in grass, which I don't want.. I want nice patches.
     
  22. One small request :) any chance you could make per-world settings?
    For example, i have 4 worlds:
    • 1 should not have any of these functionalities at all (it's a creative world)
    • 2 should only have wildgrass enabled
    • 1 should have all enabled but wildgrass should not get larger than 3 height
    If you could add such functionality i would be forever in your debt :D
     
  23. Offline

    weasel5i2

    I changed /mow so it leaves them all at level 3, so there's actual visible grass, but I'm thinking of changing it back to completely flat. Temporarily, you can use /growfield 1 (or maybe 0) to achieve the original /mow effect.. :)

    @Venatius, and @Adondriel: I didn't know ejh had updated it! Neat!! I will figure out what he's done and implement it in an upcoming version.

    *edit* Looks like vines are really tall single-column reeds. I'm experimenting now to see how to place those in the world and how they appear.

    As far as I know, I still don't have access to temperature and humidity via the Bukkit API, so the growth features which depend on that will not work properly until such a time as those values become available. :) If anyone can point me towards some info on how to do it (if it's even possible) through the net.minecraft.server and/or CraftWorld classes, please feel free to do so!

    --W5i2

    Those are great ideas, I will do that in an upcoming version. This will most likely result in different settings files named after each world.. The max grass height is a good idea too, that's something I should have added in the beginning! :D

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 11, 2016
  24. Offline

    Vanoi

    I'm having a problem with this v2.11 and CB560. It seems that disabling binomes will make it search for grass to grow but never find it thus freezing the server. This also happens when I jump to the nether.
     
  25. Offline

    weasel5i2

    I'll fix that :). I also need to add the HELL biome to the list.

    Vegetation 10.1: I've figured out the vines!! They're sugarcane/reed blocks with a data value of 15. I also figured out the sand-grass and mini cacti. I'll release an update sometime in the next few hours.
     
  26. Offline

    Niemand

    Is it compatible with WildGrass (ClientMod) 10.1? Or do I have to use 9.2?

    EDIT!
    Its not working with 10.1 but 9.2 works fine. ;)
    EDIT2!
    until now... lets see what happens :D
     
  27. Offline

    zwarmapapa

    My plants/reed/pumpkins/cactus/moss won't grow, here are my settings:

    Code:
    growthRange=50
    verticalRadius=10
    grassPercent=10
    plantsPercent=55
    mossPercent=35
    grazePercent=0
    enableGrass=false
    enablePlants=true
    enableFlowers=true
    enableFungi=true
    enablePumpkins=true
    enableCacti=true
    enableCanes=true
    enableMoss=true
    enableGrazers=false
    grazingSheep=false
    grazingCows=false
    grazingPigs=false
    grazingChickens=false
    growForestBiome=true
    growRainforestBiome=true
    growShrublandBiome=true
    growSavannahBiome=true
    growPlainsBiome=true
    growSeasonalForestBiome=true
    growIceDesertBiome=true
    growDesertBiome=true
    growSwamplandBiome=true
    growTaigaBiome=true
    growTundraBiome=true
    enableLilyPads=false
    grassPerGrow=10
    Am I doing something wrong? They grow then I type /growplants and /growmoss tho, but not over time...

    Edit: when I am not alone on my server, plants and moss will grow!
     
  28. Offline

    weasel5i2

    I keep forgetting to reply about the moss growth: Moss will only spread if there is at least one existing mossy stone block to start the spread.. Otherwise, moss will not spontaneously grow on normal cobblestone.. I could add spontaneous moss growth, any opinions on this?

    Sorry about not getting a working new version up last night, I ended up wasting several hours trying (unsuccessfully) to add a 64x64 vine texture to the terrain.png from Misa's HD texture overhaul.. No matter what I did it just looked like crap. Something to do with the color palette. I'm not a photoshop ninja so I just gave up and ended up just using the stock minecraft JAR with the 10.1 Wild Grass client mod :)

    I'll work on it today, I've got the "find-a-valid-tree-block-and-create-a-vine" routine working, but I still need to implement the "find-a-valid-vine-block-and-make-it-grow-longer" functionality, as well as link it all into the grow timer loop and add configuration settings for it.

    I'm also working on capturing the BLOCK_PLACED event so players can place the lily pads and sand grass and mini cacti, but for some reason it's not capturing the event properly. Still working on that. It works now, but only if you get far enough away to where the target block is just out of range. Still having proximity issues too, where if you place two of anything requiring a flower too close to each other, they pop up and become flower pickups. Not sure (yet) how to get around this. Also, as I mentioned before, the normal environmental functions built into the server will cause anything flower-based to pop up if the light/humidity(?)/temperature/etc go outside of certain specified ranges..

    I'm looking at ejhopkins' code to get some ideas (this is how I figured out vines == data value 15) -- but it's all based on that wacky-ass Notch-obfuscated z(X).a(q1, nnrrnflrrm2, z1, z2, z3); weirdness so it's a bit like trying to figure out how to build a toaster from blueprints written in Russian, whilst simultaneously trying to learn the Russian language.. :p

    --W5i2
     
  29. Offline

    valdark

    Use water to make normal cobblestone into mossy cobble.


    I will see what I can do to make a nice vine. Are you replacing the ladder with vine?
     
  30. Offline

    EniGmA1987

    Can we get this updated to craftbukkit build 602?
     
  31. Offline

    Celtic Minstrel

    Use it how?

    Sugar cane, I think he said.
     

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