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

    CuZnDragon

    Humm doesn't seem to work with wildgrass 14.3. Login single player it work normally. Log on to server no wildgrass grows or even appears.
     
  3. Offline

    zeff

    New Version!

    Okay, so I fixed the damn chunk update bug, feature or whatever it is. Wild grass now grows in real-time w/o the player having to relog to see the changes. I also added some options for the purge command so you can now decide what you wanna purge (wild grass, vines or tall grass). I also changed trample grass again, check it out...please.
    As for grass growing on water or purge removing water blocks, I tried really hard but I neither could bring grass to grow on water nor could I replace water blocks. I really don't know how that happened but I does definatly not happen on my map..
     
  4. Offline

    PhantomGamers

    /purge seems broken in 3.4.1...

    When you do for instance, /purge wild_grass (or any of the other types), it just says "Starting purge..." and then it repeats the usage.
    Never finishes, nor do I see anything being removed, even on relog.

    If that gets fixed, I would also suggest adding /purge all, so it would act like the /purge in 3.4.0 did.
     
  5. Offline

    zeff

    Re-download it, I fucked the non-permission command up^^ Should work now
     
  6. Offline

    PhantomGamers

    Works fine, thanks!

    Still think /purge all would be awesome ;P
     
  7. Offline

    weasel5i2

  8. Offline

    CuZnDragon

    Humm is link broken? I keep getting page not available when I try to get the new version.
     
  9. Offline

    PhantomGamers

    Yeah, right now weasel.net is down :S
     
  10. Offline

    zeff

    @CuZnDragon You can download the version at github.
     
  11. Offline

    CuZnDragon

    Thanks working correctly now.
     
  12. Offline

    NeonJ

    It would be better if, when grass is trampled on, it goes down 1 level instead of just instantly dissapearing.
    Though you'd have to increase the chance of a trampled grass, then.
     
  13. Offline

    zeff

    Are you, by any chance, using an older version?
     
  14. Offline

    NeonJ

    Nope, version 3.4.1, says Plugman [plugin-info plugin].
     
  15. Offline

    zeff

    That's odd since I changed the trample mechanism in this version to prevent just that. Worked for me when I tested it, hm.
     
  16. Offline

    hofec

    @zeff Hi :)

    Any chance to get work with Sky Lands ?
    I'm using robin0van0der0v's SkyLandsPlugin and this exception spams my console all the time :oops:

    Show Spoiler

    Code:
    2011-06-20 23:35:49 [SEVERE] Could not pass event PLAYER_MOVE to Vegetation
    java.lang.NullPointerException
        at net.weasel.Vegetation.VegetationPlayerListener.onPlayerMove(VegetationPlayerListener.java:130)
        at org.bukkit.plugin.java.JavaPluginLoader$7.execute(JavaPluginLoader.java:285)
        at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
        at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:310)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:140)
        at net.minecraft.server.Packet10Flying.a(SourceFile:126)
        at net.minecraft.server.NetworkManager.b(NetworkManager.java:223)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:75)
        at net.minecraft.server.NetworkListenThread.a(SourceFile:105)
        at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:433)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:343)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)


    Thank you for your answer in advence [diamond] I really love your plug :)
     
  17. Offline

    zeff

    Try if it works with this one: Test Version
     
  18. Offline

    hofec

    oh jezus, you are really fast man ! :D i'm goin to test it now !

    oke @zeff

    I did some tests .. when i tried to /purge [wild_grass/tall_grass/vines] in our SkyLands, this shows up..
    Show Spoiler
    Code:
    2011-06-21 01:17:13 [SEVERE] null
    org.bukkit.command.CommandException: Unhandled exception executing command 'purge' in plugin Vegetation v3.4.2_test
        at org.bukkit.command.PluginCommand.execute(PluginCommand.java:37)
        at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:129)
        at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:294)
        at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.java:724)
        at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:690)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:683)
        at net.minecraft.server.Packet3Chat.a(Packet3Chat.java:32)
        at net.minecraft.server.NetworkManager.b(NetworkManager.java:223)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:75)
        at net.minecraft.server.NetworkListenThread.a(SourceFile:105)
        at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:433)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:343)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
    Caused by: java.lang.NullPointerException
        at net.weasel.Vegetation.commands.PurgeCommand.onCommand(PurgeCommand.java:35)
        at org.bukkit.command.PluginCommand.execute(PluginCommand.java:35)
        ... 12 more


    When i "jump to the normal world" (jump to the void in SkyLands), this shows up .. ( and non-stop spams, when i try to move somewhere .. )
    Show Spoiler
    Code:
    2011-06-21 01:17:28 [SEVERE] Could not pass event PLAYER_MOVE to Vegetation
    java.lang.NullPointerException
        at net.weasel.Vegetation.VegetationPlayerListener.onPlayerMove(VegetationPlayerListener.java:130)
        at org.bukkit.plugin.java.JavaPluginLoader$7.execute(JavaPluginLoader.java:285)
        at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
        at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:310)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:140)
        at net.minecraft.server.Packet10Flying.a(SourceFile:126)
        at net.minecraft.server.NetworkManager.b(NetworkManager.java:223)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:75)
        at net.minecraft.server.NetworkListenThread.a(SourceFile:105)
        at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:433)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:343)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)


    Also here is my config file (btw. when I start the server, I have only ONE .ini file - perpetum.ini in my /Vegetation folder.

    Config:

    Show Spoiler
    Code:
    /* Block Search Settings:
    growthRange=25
    verticalRadius=10
    
    /* Vegetation Settings:
    enableGrass=true
    enableTallGrass=true
    
    /* Set max grass height from 1-9
    maxGrassHeight=9
    enablePlants=true
    enableFlowers=true
    enableFungi=false
    enablePumpkins=false
    enableCacti=false
    enableCanes=false
    enableMoss=true
    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=5
    spreadAmountFungi=5
    spreadAmountCacti=5
    spreadAmountSugarCane=5
    spreadAmountMoss=5
    spreadAmountTallGrass=8
    /* 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=8
    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=50
    tallGrassPercent=10
    plantsPercent=5
    mossPercent=5
    lilyPadPercent=5
    vinePercent=12
    grazePercent=10


    I hope that it will be good for something .. :rolleyes: thank you.

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

    NeonJ

    Is anyone else having their sign's text dissapear when editing them while using this mod?
     
  20. Offline

    hofec

    I .. it's a little bug [fire]
     
  21. Offline

    zeff

    Confirmed, this happens cause I have to resend a chunk to the player every time grass grow to make the animation visible...I wrote a PM to someone who I think might be able to help me. Otherwise I'll write a bug report on this.

    I tried some other methods I had in mind but nothing seems to work right now. However, sign editing should be working once you disable grass growth.

    Edit: Fixed. Still, if you suddenly encounter random blocks turn into grass blocks...tell me <.<
     
  22. Offline

    NeonJ

    I found out the cause of this was not the plugin but the WildGrass mod itself. Each grass "tile" only updates when it grows or a block next to it is changed, it seems. I was using a hoe on the grass in singleplayer and it wasn't changing immediately either. However, this might be because of a mod I had on.
     
  23. Offline

    zeff

    Oh, that's my fault. I forgot to fix the hoes :X Ya, it changes the grass height but the server does not send the new block to the player right away. Have to do it manually since 1.6.
     
  24. Offline

    Kevin C.

    Yes! I disabled it the other night becaus of this. I had to go through my plugins one by one, and this was the one doing it. You type something on a sign, and it *might* disappear while you are typing. It was very inconsistent. No errors whatsoever logged. Very bizzare.

    Edit: Ah after I typed this, I see the update. I'll give it a shot.
     
  25. Offline

    Mercury

    When user doesn't have nodes and user writing /mow, I am getting spammed with this:
     
  26. Offline

    zeff

    Can you post your config please?
     
  27. Offline

    MG127

    i dont have the skylandsplugin, but i get the same error
    permissions3.1.5, cb935, vegetation3.4.2
     
  28. Offline

    zeff

    I have a possible fix for that problem, I will bring that out with the update for 1.7.2
     
  29. Offline

    Yoshinat0r

    Forgive me if this has been said a million times (haven't seen anybody specifically stating this problem), but has anybody been having their vines turn into sugar cane over time? They also don't disintegrate naturally like leaves do when a tree is chopped down, but that I sort of expected to happen since the vines aren't a natural minecraft object.

    Other than that though, really awesome job on this plugin. I could never ever live without my wild grass again :p
     
  30. Offline

    zeff

    What do you mean with "turn into sugar cane over time"? Do they suddenly start spreading on the ground? As for leaf degradation, I'll try to find a way to make them pop with the leafs. The server should be able to remove flying canes over time though.
     
  31. Offline

    Yoshinat0r

    Well basically over time parts of vines start turning into canes, so eventually you start seeing canes hanging from trees rather than vines.
     

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