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

    Pontus Lantz

    I freaking love you man[meat]
     
  3. Offline

    Teodin

    Great! Vines work now, but I have still a problem with small cacti. They do not grow themselves and I can't place them. I set growDesertBiome=true but this doesn't help. Waterlilies make problems, too. I can place them, but a flower drops and after a disconnect the lilipad is missing. Here's my settings.ini again:

    Code:
    /* Block Search Settings:
    growthRange=10
    verticalRadius=10
    
    /* Vegetation Settings:
    enableGrass=true
    
    /* Set max grass height from 1-9
    maxGrassHeight=9
    enablePlants=true
    enableFlowers=true
    enableFungi=true
    enablePumpkins=true
    enableCacti=true
    enableCanes=true
    enableMoss=false
    enableLilyPads=true
    enableVines=true
    
    /* 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=3
    spreadAmountFungi=1
    spreadAmountCacti=2
    spreadAmountSugarCane=3
    spreadAmountMoss=0
    /* The player will trample a path through the grass if set to true.
    trampleGrass=true
    
    /* ENTITIES:
    enableGrazers=true
    /* Sets max number of grazing animals.
    /* You should decrease this number if you encounter server lag.
    grazerMaxCount=3
    grazingSheep=true
    grazingCows=true
    grazingPigs=true
    grazingChickens=false
    
    /* BIOMES:
    /* Enabled/Disables the growth of vegetation on
    /* certain biomes.
    growForestBiome=true
    growRainforestBiome=true
    growShrublandBiome=false
    growSavannahBiome=false
    growPlainsBiome=false
    growSeasonalForestBiome=true
    growIceDesertBiome=false
    growDesertBiome=true
    growHellBiome=false
    growSwamplandBiome=true
    growTaigaBiome=true
    growTundraBiome=false
    
    /* 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=20
    plantsPercent=2
    mossPercent=0
    lilyPadPercent=5
    vinePercent=5
    grazePercent=5
     
  4. Offline

    zeff

    @Teodin
    I still need to implement those two since I have not integrated the old code into the timer yet.
     
  5. Offline

    DerKB

    Ok, works fine for now, no high load for the CPU.

    But please provide a ini in the zip download or please set "moss" and "vines" to false in the ini, these are the only two settings that could bring unwanted stuff up and change things in the world, so give me a chance to disable them first and then start the plugin or set them to false so they can be enabled if someone likes to do so.

    I can take the config out of the .jar and do the stuff that way, but that is not the point i think, so provide a .ini in the zip would be the easy way to do it for now.
     
  6. Offline

    pagan0ne

    It appears that with your mod, the flowers dont stay in the water, but you are allowed to place them there, as soon as you do they 'pop' back out. This causes the client mod to see the lilly's until the chunk is unloaded as the flowers actually are not IN the water, the client just saw them placed there. No other user's in SMP can see the lillie's but they can all place their own only viewable to them. As soon as the chunk is unloaded/reloaded on the client they are gone because the server does not show the flowers being in the water. This is probably due to the server seeing that water should 'uproot' flowers and 'popping' them back out, hence the drop when you place the lillie's. I hope this makes sense. Basically, on my end the bug appears to be related to the fact that the flowers actually are not staying in the water. And another bug in the client mod causes the lillies to show even though there is no flowers in the water for the user who placed them.
     
  7. Offline

    zeff

    The plugin is in idle if the server is empty, but I will adjust the default settings since it makes sense.
     
  8. Offline

    Azukay

    Just had a thought as I was cutting down vines. Is it possible to alter their physics so if you cut the bottom one they don't all fall down like sugar cane does? I don't know how they implement it with sugar cane but if it was reversed in the way that if you cut the top vine block, the whole vine falls down that would be awesome.

    Also I have noticed that some of the vines reappear after I cut them (and collect the cane that falls), disconnect and immediately join the server again. I'm using "vinePercent=1" "plantsPercent=5". The vines may also be spawning too fast.
     
  9. Offline

    sintri

    Should do sneaking doesn't trample grass same as crops, but other than that it's working well even with large ranges.
     
  10. Offline

    zeff

    Excactly, lilypads will not work on multiplayer maps unless you patch the server BlockFlower.class.

    Code:
      public boolean canPlace(World paramWorld, int paramInt1, int paramInt2, int paramInt3) {
        return c(paramWorld.getTypeId(paramInt1, paramInt2 - 1, paramInt3));
      }
    
      protected boolean c(int paramInt) {
        return (paramInt == Block.GRASS.id) || (paramInt == Block.DIRT.id) || (paramInt == Block.SOIL.id);
      }
    
    Edit: I guess I'll have to write a bytecode patcher first before I try implementing.
     
    pagan0ne likes this.
  11. Offline

    PhantomGamers


    Neat, but I got a warning on server restart.
    Didn't seem to affect anything, and a player joined immediately afterward... I assume the two events are related.

    Code:
    2011-05-01 21:47:25 [WARNING] Task of 'Vegetation' generated an exception
    java.lang.IllegalArgumentException: n must be positive
    	at java.util.Random.nextInt(Unknown Source)
    	at net.weasel.Vegetation.Grazers.grazeAnimals(Grazers.java:50)
    	at net.weasel.Vegetation.Timer.run(Timer.java:194)
    	at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:128)
    	at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:358)
    	at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:285)
    	at net.minecraft.server.ThreadServerApplication.run(SourceFile:394)
    
    As I said, it didn't seem to affect anything, but if there is an error there must be some problem, so I figured I would post it in hopes of it being fixed. :)
     
  12. Offline

    zeff

    Is it possible that you set grazing animals=true and maxgrazercount=0 ?
     
  13. Offline

    casso

    Feature request (for wildgrass too):
    rocks on sand
    snow covered plants on snow covered dirt

    BTW: this is the best.... plugin..... ever :)
     
  14. Offline

    PhantomGamers

    I'm using the default settings.ini, so animals are set to true and grazer count is set to 10.
     
  15. Offline

    baunegaard

    I cant seem to get this working, running vegetation 3.1, wildgrass collection 13.2, modloader 1.5_01v3 and craftbukkit #740.

    First time i startet the server with this plugin, it generated a little grass around me, but then it stopped and nothing is growing anymore att all.
     
  16. Offline

    zeff

    Those features are client based. You better suggest them to the client mod dev here: http://www.minecraftforum.net/viewtopic.php?f=1032&t=100771

    Fixed. This error would occur if the servers entity list is zero. I will put it up later.

    Your settings.ini would be most helpful.

    New Version: v3.1.1 [740]
    Download - GitHub
    WildGrass Mod v.13 (client portion only)

    Player commands require Permissions 2,6+

    Available Commands:
    Show Spoiler

    /grow [type] (type = flower/mushroom/cactus/sugar_cane/moss) - grows an amount of specified plants
    /mow - cuts grass around a player

    Permission nodes:
    vegetation.grow
    vegetation.mow


    Changelog:
    Some minor bug fixes. Will work on water lilies now.

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

    baunegaard

    I have just used standard settings file
     
  18. Offline

    PhantomGamers

    You two (@zeff and @weasel5i2) should use a single static jar for use with CraftBukkitUpToDate :-P
    Other than that, I appreciate your work! Amazing plugin.
     
  19. Offline

    weasel5i2

    Updated thread and changelog to show zeff's entries now. ^_^

    Thanks again, zeff. I was beginning to lose coherence on this project.

    Thank you, PhantomGamers, I appreciate that and I imagine zeff does too. :)

    I think the best JAR to use would be the one linked on Github, that's one we can both update.. Although I haven't personally done any new development on the plugin since zeff took over, so I'd say it's a safe bet that the JAR link he provides is the best one to use for CBUTD..

    --W5i2

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

    PhantomGamers

    @zeff Static jar link please? :)
     
  21. Is there a way to turn off this Message?
    [INFO] [Vegetation]: Found random block of material:

    It is spamming my Logfile ...
     
  22. Offline

    zeff

    Debug messages only appear if you have a Debug.txt file in the folder your settings.ini is in.
     
  23. Offline

    Gimlao

    Hmm... I can't place flowers on water/sand and reeds under leaves... the plugin is still not updated for that ?
     
  24. Ugh ...
    Thanks zeff. :D
     
  25. Offline

    zeff

    I need to patch bukkit for that, or at least I attempt to do so.

    Are you alone on the server? Was there any exception message in the server log?

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

    DarKMaKa

    Hi!

    I'm using the v3.1.1 and I have this on server loading:
    Code:
    java.lang.NoSuchFieldError: plantsPercent
    at net.weasel.Vegetation.Timer.run(Timer.java:39)
    at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:128)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:358)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:285)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:394)
    2011-05-04 01:33:14 [WARNING] Task of 'Vegetation' generated an exception
    java.lang.NoSuchFieldError: plantsPercent
    at net.weasel.Vegetation.Timer.run(Timer.java:39)
    at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:128)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:358)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:285)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:394)
    2011-05-04 01:33:14 [WARNING] Task of 'Vegetation' generated an exception
    java.lang.NoSuchFieldError: plantsPercent
    at net.weasel.Vegetation.Timer.run(Timer.java:39)
    at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:128)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:358)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:285)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:394)
    2011-05-04 01:33:14 [WARNING] Task of 'Vegetation' generated an exception
    java.lang.NoSuchFieldError: plantsPercent
    at net.weasel.Vegetation.Timer.run(Timer.java:39)
    at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:128)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:358)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:285)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:394)
    
    Everything works fine, but I would be sure everything is ok.
     
  27. Offline

    sintri

    ^make sure you don't have more than one copy of vegetation
     
    weasel5i2 likes this.
  28. Offline

    DarKMaKa

    Ok, thanks!

    I had Vegetation.jar and Vegetation_3.1.1.jar :p
     
  29. Offline

    baunegaard

    Another player was on too. No not a single error in log.
     
  30. Offline

    zeff

    I will look into that as soon as I have more time.

    Edit: Lilypads (actual plants planted on water)!
    2011-05-05_02.29.51.jpg
     
  31. Offline

    weasel5i2

    @zeff, you should make it so that trample doesn't set the data value to zero right away, it should instead decrement the value to make the trampled grass get smaller and smaller until it disappears :) Would be more realistic, I thinks..
     

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