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

    T4L_Goose

    Can you make it so its just the default stuff? Without Sand flowers and lily pads? I just want grass that spreads and trees that spread.
     
  3. Offline

    zeff

    New Version!
    I decided to disable grass for the moment as it's pending investigation how it works together with the new tall grass blocks added by Notch. As for those, I implemented a player command named "biome" (usage: /biome) which will tell you in what kind of biome environment your currently in. With this I'd like to support my investigation where the different types of "Tall Grass" grow.
    Currently there are three types:
    * Dead scrub​
    * Tall grass​
    * Green scrub​

    So if you see one of those on your map just type /biome and tell me in what type of biome they are placed in, much appreciated!

    I also fixed the patcher so you can now grow wild flower and lilies again. There should be also no "growth explosions" with mushrooms or flowers from now.

    As always, report all bugs in here.

    P.S.: Mossy Cobblestone will get fixed soon :p Other stuff was more important at the moment, sry.

    They should work properly now?
    There is also a patcher for bukkit.
    Flowers won't spread to water or sand as there is no lily pad or wild flower to spread from^^ It can happen that flowers try to grow on those types of blocks if you use /grow, but w/o the patch they'll just pop out right away. I guess I'll add an option to disable wild flowers in the same way you can disabled lily pads.

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

    weasel5i2

    I checked out Notch's tall grass, and it doesn't seem to have varying height capability. I tried setting the data values from zero to five (I gave up at five after seeing no changes at all).. It is a new block (31) which occurs on top of normal grass blocks (2), same as the snow blocks (80), or the wheat blocks (59) on farmland (60)..

    Incidentally, the snow blocks CAN vary in height! Once, I accidentally set the data value and noticed that there are multiple heights to the snow blocks. It just doesn't seem to be actively implemented (yet) by Notch, other than on-the-ground snow blocks having one value and user-placed/user-created snow blocks having a different value. AFAIK, only those two values are used by the game. If we can do the same thing as WildGrass but with snow blocks, I think it would look interesting.. I'll manually set a bunch of snow blocks in a snowy area and see how it looks. If it looks nice, I may create a new plugin (like Vegetation) but only for snow height. Without all the extra stuff like plants and vines to worry about, it shouldn't be too complicated. ^_^
     
  5. Offline

    zeff

    @weasel5i2
    I already figured most of that out myself :p
    Tall Grass Block ID: 31
    Meta: byte 0: dead scrub, byte 1: green grass, byte 2: green scrub

    I searched through the client and server source to find clues as to where the WorldGenerator spawns the different types but no luck so far. That's why I need help^^
     
  6. Offline

    weasel5i2

    WildGrass is available for 1.6.6 now! Just the grass, though.

    http://www.minecraftforum.net/topic...4-modloader-ready-not-lily-pads-or-vines-yet/

    Here is a binary delta diff patcher for the stock 1.6_06 minecraft.jar, for those who have trouble applying the patches: http://weasel.net/minecraft/WMCPatcher-1.6_06.zip

    Like the previous versions' patches, it has three choices available (see README.TXT):
    1. Minecraft 1.6_06 + WildGrass 14.1
    2. Minecraft 1.6_06 + HD textures / Misa's 2.10
    3. Minecraft 1.6_06 + WildGrass 14.1 + HD / Misa
    --W5i2

    **EDIT** Also, I take back what I said about snow having data values and different heights. It seems to have been removed, as of 1.6_06. :p

    **EDIT AGAIN** Argh, now he's got it updated for grass+lilies+vines. Gonna have to make a new delta client patch.
     
  7. Offline

    Yoshinat0r

    Am I the only one who can't get this to work in 1.6.6? In single player the wild grass works fine, but on a server with this plugin, no grass grows.
     
  8. Offline

    zeff

    Read the changelog please...
     
  9. Offline

    Ixaxaar

    This is one of the best plugins. Thank you. What's the update with ejhopkins and Bukkit, or even you collaborating to get WildGrass streamlined into CraftBukkit? Waiting for the 11/11/11 release?
     
  10. Offline

    zeff

    There was such a thing? I don't know, I tried to contact ejhopkins about a month ago and didn't get a reply. Not really sure what I should think about it...
     
  11. Offline

    MG127

    could you make vines only grow on normal trees? it realy doenst look good if vines hangs on redwood and birches :p
    they grow everywhere, i thought this depends on the biome (only jungle)
     
  12. Offline

    zeff

    Huh, I thought I already fixed that. Seems like I have to take a look at it again.
     
  13. Offline

    MG127

    i forgott to post the version i use :D
    cb 803
    good to here that this is fixed
    i think it was v3.2.1 ot something
     
  14. Offline

    Jason Creson

    Anyone know how to get rid of the vines (sugar cane) from trees on your maps if you are no longer running Vegetation/Wildgrass? Flying around chunks forever is a bit tedious.. :)
    I started using ItemCraft for support of Mo Creatures, FancyPack, SuperSlopes and MoreTrees on Bukkit. Vegetation/WildGrass interfered with the modloader mods (cn.c class), so I needed to go without Wildgrass. Wildgrass has yet to be ported to ItemCraft; but I love your Vegetation plugin Zeff and hope that @asdaarg gets a chance to either port Wildgrass to ItemCraft and/or combine it with your vegetation plugin/plantspreader. http://forums.bukkit.org/threads/me...tems-recipes-entites-mos-creatures-818.15808/
     
  15. Offline

    Ixaxaar

    Either harvest them all, or use something like McEdit to replace them with air blocks, which also removes any natural reeds in the selected zone.
     
  16. Offline

    zeff

    I am working on a purge command right now which will remove vines blocks and reset grass blcosk to their ogirinal state. The first results looks promising but I still want to test it just a little bit more.
     
  17. Offline

    sintri

    I assume I'm not the only one with wild grass changes not growing or mowing till you restart the server?

    Well at this point I can't be sure they're even growing.
     
  18. Offline

    zeff

    grass is disabled at the moment. I will re-enable it with the next version. I've been working on some things and felt it was necessary to disable it until I am sure it still works like it does before 1.6 with Tall Grass
     
  19. Offline

    hofec

    can't w8 man ! great work anyway, thank you [diamond]
     
  20. Good to hear.
    Is the actual Build working with 860 (for displaying / keeping the Grass)?

    Edit: Seems to work, no Errors yet.
     
  21. Offline

    zeff

    New Version is out!

    I implemented Notch's tall grass and I was wondering whether I should make it so that animals graze it the same way they do it with wild grass. Should players also be able to trample tall grass blocks? Let me know what you think...oh and READ the changelog before you ask me questions, please.
     
  22. Offline

    PhantomGamers

    Does purge only work on what was generated in 3.4?
    All of the old stuff is still there...

    Also, yes I do believe players should be able to trample tall grass blocks.
    Grazing too! :D
     
  23. Offline

    zeff

    What purge does is query through all loaded chunks and removes sugar cane blocks with meta data set to 15 (those are the vine blocks) and it sets the meta data of grass blocks back to 0 (those are the blocks wild grass is on). That's all. It does NOT remove flowers.
     
  24. Offline

    PhantomGamers

    Oh okay, I see, I just had to relog.
    Silly me.

    Sorry about that then.
    Awesome update though! :D
     
  25. Offline

    Venatius

    Is this not working properly with wildgrass v14.3, or am I screwing up somehow? It'd help me a bit to know whether the problems I've been having are something I need to fix by waiting for an update, or something I need to fix by experimentation and effort. :D Assuming this isn't a mod conflict with Itemcraft or similar, anyway.
    At the moment it's spawning Notch tallgrass everywhere (on sand, in the ocean, on ice, etc.), and doesn't seem to be generating wildgrass.
    On a related topic, I am unsure if you are supposed to install the wildgrass serverside mod into bukkit along with this plugin, or just use the plugin alone.
     
  26. Offline

    zeff

    Confirmed, there seems to be a problem with wild grass being rendered. I can not confirm tall grass growing on water though. Screenshot please.
     
  27. Is the Bug fixed that the Wild Grass is growing when a Slab (Cobble, Stone, etc.) is directly on the Dirt?
     
  28. Offline

    Ovocean

    Thanks for the update Zeff !

    On the bugs side:
    - You've already noticed that but changes to wild grass are not rendered until the player relogs.
    - /purge removed water blocks on which there once was water lilies.
    - Wild grass grows into tall grass and flowers.

    I agree about grazing & trampling tall grass, that would make sense. Ideally it would be replaced with one of the short types of wild grass when you trample it.

    I think that /purge should remove tall grass
     
  29. Offline

    Venatius

    Show Spoiler

    [​IMG]


    At first I saw it in a pond and thought, "Cool, pond scum!"
     
  30. Offline

    zeff

    Ya, I did some testing before I went to uni this morning...I have to look into the client and figure out what's going on.
    Unwanted feature lol Looks really kinda nice though. I wonder how it happened...it's really not supposed to spread or grow on water.

    Edit: Does it STAY on water??

    Okay, so I fixed wild grass or more like I have to update chunks manually now? Weird?
    On to the next problem.

    Edit: @Ovocean Wild grass is supposed to grow on the same blocks flower do, it would look weird otherwise but I will fix wild grass growing on the same block as tall grass, that looks just weird.

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

    Ovocean

    Cool thanks !

    Wild grass on the same block as flowers looks weird to me in some cases (with very short grass it's fine), especially with texture packs that have flowers done as bushes in bloom. (e.g.: Johnsmith's, Dokucraft)

    Edit: Oh and the grass trampling effect is still a lot too much to me. A grass height of 9 shouldn't disappear in a couple of steps. If it lowered gradually it would surely be fine.
     

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