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


    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.
  2. Offline


    Is overgrow suppose to grow grass really quickly everywhere because its not working for me
  3. Offline


    Okay, I just had a look at the source and tried to find out, why it wasn't growing for me.​
    Turns out that the chunks in question were in a swampland biome and since the plugin does not support growth in this biome, the blocks in it weren't taken into the grassList array.​
    I just adjusted it now for me and added a "growSwampBiome" and now it works for me.​
    So I would suggest that you include swampland as a valid biome for grass growth. If you have a look at the pictures posted by me above, you can see that the "swampland" is actually pretty grass worthy.​
    Another thing, which came to my attention: You're actually treating the growth radius rather as a diameter, because you divide it by 2. So all lines like
    Integer minX = pX - (radius / 2);
    should not have the "/ 2" in there, or you just rename the radius to diameter.​
    Thanks for the plugin and I hope I can help you with my suggestions.​
  4. Offline


    I really hope he updates this i want more grass to grow [​IMG]
  5. Offline


    CB531 and i set all to falseon grass not i get this:
    so it is the growing of grass..

    19:54:00 [SEVERE] Unexpected exception
            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 net.minecraft.server.BlockFlowing.a(
            at net.minecraft.server.World.a(
            at net.minecraft.server.World.g(
            at net.minecraft.server.MinecraftServer.h(
  6. Offline


    Anyone else have server issues after installing this? I had problems with the server grinding to a halt and dropping players intermittently after installing this. It was kind of like when you do a /dynmap fullrender. Things would slow, broken blocks would reappear, and then within a minute or so the players would start getting disconnected. It didn't happen immediately and I don't have any specific evidence to blame Vegetation, but I know that I'd never had problems like that before I installed it, and the problems went away afterward I turned it off.

    Is there a debug mode to help understand what's going on?
  7. Offline


    hey, can you pls tell me the BlockID of Wildgrass blocks, because I have to fix overviewer it is generating invisible Blocks :/

  8. Offline


    First of all, I recognize this bukkit plugin is a temporary measure until the wildgrass developer ports it officially to bukkit.
    That said, in case this temporary measure become permanent, I'll throw my two cents in regarding performance and bug issues.

    I get player drops when I tell it to /overgrow (similar to dynmap fullrender).
    Also I get java errors in my server log whilst /overgrowing. Let me know if you want further details on the errors.
    Intermittently I'll get this when it goes through a normal growth cycle.
    To try to correct the player drops, I reduced the "check for growth" radius, hoping for the best, but no data yet available re: results.
    Also, a lower end computer (WinXP laptop w/1gb ram, but nice graphics card) gets pretty laggy even outside of growth cycles. I attempted to correct this by downgrading the texture pack from 64 to 32 bit...which seemed to help a bit.

    Some blocks are missing grass growth.
    I saw in earlier post someone said their swamp biome wasn't growing wildgrass and they fixed it for themselves.
    Could they please post what exactly they did to fix it?
    Their fix may be applicable to my issue with a block not growing grass.
    As an overall fix, I recommend wildgrass growth = true be the default for all biomes and only prevented if specifically set to "false". This is because the instances where growth is not desired is much rarer than where it isn't.

    Feature request:
    - Make wildgrass aware of player and neutral mob trampling.
    It'd be sweet if each time a neutral mob or player stepped on the grass it was reduced in height by one.
    This could be a proxy for fine resolution mowing of an area as well as of neutral mobs eating the grass.
    Cool beans.
    Let me know if you'd like me to try out your /blockinfo on my no-grow block.
    Based on a later poster's comments, maybe setting biomes to default to grow=true would be a solution rather than requiring each biome to be turned on.

    I do so like wildgrass with Misa's texture pack and my camocreepers.
    Here's an idea for other-than-grass die off: After a certain population density, apply "John Conway's Game of Life" logic rules. It'd be way, way cool to use snapshot maps to view the expansion, migration, or dieoff of a population of flowers, pumpkins, or whatever. Definitely a geekasm kind of thing (as Patrick Rothfuss, author, might put it).
    Unfortunately I do not know how to program plugins. But if someone was willing to do the formal software side of things, I'd be very happy to take on the coding effort for the Game of Life logic.

    As for grass die off, I think no changes should be made except maybe as below.
    1) :et players specify cubes withing which grass doesn't spawn or grow (not quite right in my opinion).
    2) Make the wildgrass aware of trampling by players and neutral mobs. Each time stepped on, the wildgrass is reduced in height at next growth check (do this at time of trampling if not resource intensive). This could be a simple proxy for neutral mobs eating grass and players wearing paths through, or mowing, the wildgrass.
    3) Along with #2 above, spawn wildgrass with random density and patterns around players and then apply the Game of Life rules for how the grass expands or dies laterally and vertically. To minimize the hit on server resources, you could assign each tuft of grass to a per-block ID according to its Game-Of-Life source population and during each growth cycle, run the game of life rules only on a subset of the group IDs.
    Anyway, back to real life.
  9. Offline


  10. Offline


    Hey Maddin,
    you have installed the clientmod for WildGrass? Without this client Mod you won't see grass even if it grows.

    maybe you tell me the server adress and I will have a look around if something is growing...

    greetz datLicht
  11. Offline


    How do i install it? I have downloaded the whole WildGrass zip just tell what i need and what to do with it.
  12. Offline


    you need the Version that matches your minecraft.jar, if the only grass modding mod you are using is wildgrass you have to open your minecraft.jar with winRAR and add the contents of client folder.

    If your texturepack is supporting wildgrass just DO NOT copy terrain.png, if you are using standard textures DO copy terrain.png and everything should work fine.
  13. Offline


    @datLicht ok to the minecraft folder in %appdata%?
  14. Offline


    minecraft.jar is locatet in %appdata%/.minecraft/bin
    click with right mousebutton on minecraft.jar and choose open With WinRAR/ZIP
    than you drag and drop the contents of clientfolder (have al look at my previews post) to this archive save the changes and quit WinRAR/ZIP

    start Minecraft connect to your server and wait a while to see effects (to get effects faster try command /overgrow)
  15. Offline


    So here is my question. Does the wildgrass version have to be the basic client wildgrass? Or can it be the modloader version? I'm using the wildgrass+modloader/grassfix version, with the wildgrass server mod. In regular SMP, I get grass. With this plugin, I get nothing.

    Any idea whats up?
  16. Offline


    Am I right that you can see wildGrass in SMP? You set enableGrass to true in settings.ini? You waited some time to see if there is anything? You are sure Plugin is loaded? You tried command /overgrow?

    I know, many questions but if it is working in SMP it should work in MMP, too.

    greetz datLicht
  17. Offline


    I finally got it :D but only me can see the grass? How do i fix it?
  18. Offline


    Be sure other players have installed the original client-side wildgrass mod.
    On my small LAN survival multiplayer server, only those with the client-side mod can see the wildgrass. Without the client-side mod, they see only normal grass blocks.
    The bukkit plugin needs to be installed for the server world.
    ALSO, the client-side wildgrass mod is required to see wildgrass in server-worlds.
    When troubleshooting, be sure to move to several blocks and wait a bit to see if any grass sprouts. Sometimes it takes a while, sometimes the biome you are in is not set to grow wildgrass.
  19. Offline


    so they need to get the client things into the %appdata% .minecraft folder?
  20. Offline


    The plugin simply doesn't count swampland as viable terrain for grass growth and there is also no way to enable it with the configuration.
    I had a look at the sourcecode and made my own version of it.
    If you have programming knowledge, specifically in Java, you can easily do it yourself, since it's just one little check, if the biome is allowed to have grass. Just download the source code provided in the first post and then compile your own version with added swampland support.

    I don't know if I should upload my version, since it's not official and might not be okay with the author, but I bet that he will change that himself as soon as he reads these requests for it.
  21. Offline


    everyone who wants to see the grass must have the modded client files... So YES
  22. Offline


    I CAN see wildgrass in SMP. Enablegrass is set to true in the .ini. I waited 10 minutes, ran around a little bit, ran back to my spawn point. I created 5 different worlds and tested them to be sure I wasn't just in a non compatible biome. The plugin IS loaded, all other vegetation spreads just fine, and I can type and read the commands.

    This screenshot was taken after 10 minutes of waiting, and after forcing the overgrow cycle twice. As you can see, I do get grass, but barely. There are literally three little sprouts, and thats it. In this same location on a normal SMP server, it's covered.

  23. Offline


    That's because it grows really slowly.
    Do the /overgrow 10 times more and you will see it.
  24. Offline


    It must grow EXTREMELY slow then, because after hitting the overgrowth command multiple times, waiting for each cycle to finish before starting the next one, I get nothing. Walking around, looking in new biomes, I still get nothing. Maybe the occasional little sprout, but never anything remotely similar to the actual wildgrass mod.
  25. Offline


    It depends on the values which are set in the configuration file.
    If the growthRange value is big and the grassPerCycle value is small, it will take ages.
    Just raise the grassPerCycle value and lower the growDelay value.
    That's what the configuration file is for.
  26. Offline


    I can see wild grass on the screen you posted, its tiny but there is grass
  27. Offline


    Yes, there is a tiny amount of grass on my screen and in my game. The keyword there is tiny. I get, literally, 4-5 sprouts. No more ever grow. The config file has been tested on default settings, and I've raised them. No changes. I'm wondering if it's because I'm using the modloader version of wildgrass, or something. Either way, no amount of waiting for grass to grow or tweaking the settings has caused a difference.
  28. Offline


    Try out the following configuration and then see, if there is still very little grass growth:
  29. Offline


    I've completely rewritten the grass growing algorithm to be a lot more efficient and effective (and less buggy), but the rewritten plant growth algorithm is still not working, however I'm pretty close to fixing it.. :) I'll post an update today. The improved algorithm definitely makes /overgrow sprout a bunch of grass, and /mow now works every time.

    As far as the difference between the client JAR mod and the ModLoader version, I'm not too sure since I don't use ModLoader personally.. It *should* work for both, I imagine, as all the client mod is supposed to do is display the grass polygons based on the getData() value of the grass block (which is between 0 --no wildgrass, just dirt block with a green top-- and 10 --big wild grass)..

    Also, I'll add SWAMP and DESERT biomes to the availability list, per the above requests :) Should I go ahead and add all biomes, and just leave it to the server admin to enable/disable the ones they want?
  30. Offline


    Got it working. Not sure exactly what was wrong though, to be honest. I removed my other plugins to test compatability, as well as made ABSOLUTELY sure I was in a proper biome, and that did the trick. Honestly, I'm starting to wonder if I may have been in swamp biomes all along, and just didn't realize it.

    But yes, weasel, definately add all biomes and let us enable/disable them. As a guy who lives in an area surrounded by swampland, I can tell you that it's going to have alot more vegetation than a seasonal forest, haha.

    Thanks for the help though, guys.
  31. Offline


    I can't wait to give it a try!

    Regarding biomes, Firstly, YES let admins turn on/off for each biome.

    Secondly, I had previously posted a suggestion to allow admins to adjust plant & grass growth per biome, but if your plugin accesses the biome temperature & humidity, you could make the plugin change spawn rates automatically, where higher rainfall encourages plant growth over grass growth and lower rainfall does the opposite. Temperature directly affects overall growth rate.

Share This Page