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.

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    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

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

    Holy cow, that's seriously planty.

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


    This field was grown using /growfield 8.

    ...and then mowed back down with /mow.

    Nice pretty vines hanging down from this tree... (stock MC textures)

    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.

    @echo off
    java -Xincgc -Xmx1G -jar BukkitPatcher_0.0.jar craftbukkit.jar

    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.

    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)​

    Show Spoiler

    • The configuration file (plugins/Vegetation/<your worlds name>.ini) looks like this:
    /* Block Search Settings:
    /* Vegetation Settings:
    /* Set max grass height from 1-9
    /* 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.
    /* Player related Settings:
    /* The player will trample a path through the grass if set to true.
    /* ENTITIES:
    /* Sets max number of grazing animals.
    /* You should decrease this number if you encounter server lag.
    /* BIOMES:
    /* Enabled/Disables the growth of vegetation on
    /* certain biomes.
    /* 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.
    • 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.

    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 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).​


    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.
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    Interesting... I'll give this a whirl, I guess.
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    nice been waiting for a port!
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    Nice, thanks alot! But can you split up both functions? Just dont want the grass mod, I'm only interested in the Plant Spreading Thingy... to be honest, I'm a bit afraid of the Grass Mod, can you maybe explain how it works? Will it corrupt Savegames if disabled or cause Blackscreens to Users with no client mod installed?
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    It shouldn't corrupt anything, all it does is increment the setData()/getData() on grass blocks which have a data value of > 0 and < 10.. ejhopkins swears that it won't corrupt maps or saves.

    However, to disable the grass, just set enableGrass in the configuration file to false, but keep enablePlants set to true.. :)

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    Any chance for moss spreading so I can have a nice, all in one organic matter spreading mod? [​IMG] (That sounds dirty...)
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    Ok, thanks - by the way, it does work across worlds, doesn't it?
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    Yes, it should be server-wide. :)
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    Ohuu! [minegasm occurred]
    Works across multiple normal worlds (Multiverse plugin).

    Odd bug for me in that one map block isn't growing wildgrass.
    -All biomes set to grow wildgrass
    -Adjacent blocks grow wildgrass
    -Flowers spread in the buggy block.
    -Buggy block isn't spawnpoint.

    Any ideas what might be up?

    Thanks for the port!
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    Yeah great and works!

    CB 531
    Can it be that it makes problem with WorldGuard?

    i get this:
    22:42:44 [SEVERE] Could not pass event BLOCK_FLOW to WorldGuard
            at java.util.LinkedList.remove(
            at java.util.LinkedList.removeLast(
            at org.bukkit.craftbukkit.util.SoftMap.fastGet(
            at org.bukkit.craftbukkit.util.SoftMap.get(
            at org.bukkit.craftbukkit.CraftChunk.getBlock(
            at org.bukkit.craftbukkit.CraftWorld.getBlockAt(
            at com.sk89q.worldguard.bukkit.WorldGuardBlockListener.onBlockFlow(
            at org.bukkit.plugin.RegisteredListener.callEvent(
            at org.bukkit.plugin.SimplePluginManager.callEvent(
            at net.minecraft.server.BlockFlowing.a(
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    Weird.. I've noticed that a couple of other plugin events throwing exceptions like that as well. I'll work on improving the performance, I think the BukkitScheduler scheduling may be blocking or lagging threads somehow.. The biggest problem is a lack of good documentation and example code snippets. Thanks for being my beta testers :)

    @cordeval: Crazy! I will look into it.. I cannot imagine what would be causing that. I was able to create this plugin by using another one I created which tells you all the info of the block you're looking at when you type /blockinfo :) I'll submit that as a developers' plugin soon.
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    Should i test something special?

    Uploaded with
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    oh, I am sooo going to plug this in! I used to run WildGrass before I went bukkit. Now I can have it ALLLLL!!!! I'm so happy to see this plugin that I almost feel guilty asking for some new features. Almost.

    Integrate Conway's logic (Game of Life) into plant growth patterns

    How about biome growth modifiers? Examples:
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    Great plugin ! Works flawlessly !

    Maybe add a function to gold toe to reduce / stop grass from growing ? You know, if players wants tu keep a beautiful garden with juste a little, peacefull grass.

    Thanks again :)
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    Words can not describe how awesome this is , TY FOR PORTING IT ![​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
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    +1 !

    Growing mossy cobblestone would be nice, I think.
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    Any plans to enable snow spreading?
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    It's weird how cacti will grow on grass and dirt. :)
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    As I expected, very memory consuming. Is it possible to, maybe, add some commands to set grass to a fixed value, and desactivate growing ? This way, we could have the grass by just doing maybe /setgrass 2 to have a small grass everywhere, /overgrow to get a few taller grass blocks, and no more growing, sparing memory. And if construction or terraformation change the grass blocks or add new ones, juste type the commands again and that's done.

    My 2 cents :)
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    Okay, so, what happens if there's a Minecraft update? I've been trying to avoid using Wild Grass because I'm deathly afraid of a map getting irrepairably damaged by not being able to recognize it until Wild Grass is updated.
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    Hm im not sure, but after last update it was simple deactive, that mean wild grass was shown but not growing anymore.
    I have here 5 maps where i had this effect.

    But Every Update of minecraft can complete disable all, because nobody knows what Mojang will change :)
    This risk is everytime in a betaphase of a software
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    Wait so wild grass grows automaitcly right or do i have to keep typing the command? i don't see much grass anywhere a few here n there some places have more.
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    it grows in the near of the player, like trees.
    i don't know if ti grows when nobody is logged in the server, but perhaps it will then also grow
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    First of all thank you for doing this, I missed the grass growth, after I moved my singleplayer world into multiplayer.

    I have a little problem: As soon as 'enablePlants' is true, the plugin won't really work for me anymore. That means that grass is not growing, the commands respond but don't do their work and I get exception messages with use of '/overgrow'.

    The error output is different each time, but here it the version, which I get the most:

    22:43:33 [SCHWERWIEGEND] java.util.NoSuchElementException
    22:43:33 [SCHWERWIEGEND]        at java.util.LinkedList.remove(Unknown Sou
    22:43:33 [SCHWERWIEGEND]        at java.util.LinkedList.removeLast(Unknown
    22:43:33 [SCHWERWIEGEND]        at org.bukkit.craftbukkit.util.SoftMap.fas
    22:43:33 [SCHWERWIEGEND]        at org.bukkit.craftbukkit.util.SoftMap.get
    22:43:33 [SCHWERWIEGEND]        at org.bukkit.craftbukkit.CraftChunk.getBl
    22:43:33 [SCHWERWIEGEND]        at org.bukkit.craftbukkit.CraftWorld.getBl
    22:43:33 [SCHWERWIEGEND]        at net.minecraft.server.World.k(
    22:43:33 [SCHWERWIEGEND]        at net.minecraft.server.World.h(
    22:43:33 [SCHWERWIEGEND]        at net.minecraft.server.World.f(
    22:43:33 [SCHWERWIEGEND]        at net.minecraft.server.World.c(
    22:43:33 [SCHWERWIEGEND]        at org.bukkit.craftbukkit.block.CraftBlock
    22:43:33 [SCHWERWIEGEND]        at net.weasel.Vegetation.Vegetation.growTh
    22:43:33 [SCHWERWIEGEND]        at net.weasel.Vegetation.Vegetation$
    22:43:33 [SCHWERWIEGEND]        at org.bukkit.craftbukkit.scheduler.CraftW
    22:43:33 [SCHWERWIEGEND]        at Source)
    When plant growth is deactivated on the other hand, everything seems to work fine.

    I am using Craftbukkit build #548, but I also tried it with build #531.
    I am running Windows 7 64 bit and latest Java JRE (6 U 24).

    I hope this helps you. Thanks again!
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    It doesn't take long to develop a solid 'patch' of plants, especially if the player tends to stay in a very small area. The patches are so dense that they don't look natural anymore.

    I have dialed back the plant spawn rate, but maybe you could add a 'die-off' rate that randomly culls plants and grass so that they look more natural?
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    As the above poster mentioned, if i use this plugin as is, it breaks the server. If you disable plant growth then it works. For me, it seems like a conflict with world guard.
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    Strange issues, I'm currently investigating them.. :) There's little to no likelihood that it will break your maps or anything, as all it does is set the data bits on dirt blocks. Although, I did discover during my first experimental phases that the data bits control all sorts of things, from half-block types to minecart rail directions and alignments..

    I will definitely add grass die-off functionality, but in the meantime /mow will (should! sometimes it doesn't work for some reason..) clear the grass back down to ground level.
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    Another thing: I just reset all the grass with the reset mod from the wild grass mod author and I discovered that for some chunks, the grass is not growing (however plant growing is fine on those chunks).
    Even /overgrow or /mow does not affect those chunks at all. Adjacent chunks are however updated fine.

    Here some screenshots:
    2011-03-13_00.52.14.jpg 2011-03-13_00.52.22.jpg 2011-03-13_00.52.34.jpg

    On the pictures you always two adjacent chunks, one working, one not.

    I don't know, why it's these chunks of all things. There is also a lot underground, so I can't tell, if there is a certain block in every of those chunks, which I could identify as the cause for this.

    In singleplayer, it works fine for all chunks.

    Btw, this world is still from the alpha phase, around version 1.2.
    On a newly generated map, I wasn't able to reproduce this, it's just this world doing it.

    I can also offer you to send you the world or show it to you on my multiplayer server, if you want to look into this further.

    This is extremely weird. I hope that it is fixable. Also: is there a way to wipe any wild grass information from the world save?

    Thanks for any help and keep up the good work!
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    Are there lilly pads
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    Thank you so much! I'd like to see this and iGrow combined. Right now I think they clash with each other.

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