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

    HanzoSanada

    Code:
    growthRange=100
    verticalRadius=5
    enableGrass=true
    enablePlants=true
    enableFlowers=true
    enableFungi=true
    enablePumpkins=true
    enableCacti=true
    enableCanes=true
    enableMoss=true
    enableGrazers=true
    grazingSheep=true
    grazingCows=true
    grazingPigs=true
    grazingChickens=true
    growForestBiome=true
    growRainforestBiome=true
    growShrublandBiome=true
    growSavannahBiome=true
    growPlainsBiome=true
    growSeasonalForestBiome=true
    growIceDesertBiome=true
    growDesertBiome=true
    growSwamplandBiome=true
    growTaigaBiome=true
    growTundraBiome=true
    grassPercent=40
    plantsPercent=1
    mossPercent=1
    grazePercent=10
    
    Those are the setting. I have not made ANY changes.
     
  3. Offline

    Vanoi

    I'm having a problem where disabling Tundra would completely freeze the server when I join... I'm guessing my spawn area is tundra and it just won't stop searching for grass.
     
  4. Offline

    ssechaud

    Mushrooms aint spreading :(
     
  5. Offline

    Celtic Minstrel

    Are they in darkness? They can't grow at all in the light.
     
  6. Offline

    Greylocke

    some great additions! I especially like the debug.

    Regarding tree spreading, I was actually going to suggest that! Light level + biome configs should be an adequate way to limit sapling spread. Maybe make it only work near the outside areas of the active radius, so that areas that are not well-travelled tend to get more dense. That might help keep things looking more 'natural'.
     
  7. Offline

    quik

    So you got it working? Got the same problem here.
    Maybe the problem is that im connecting to my server via localhost
     
  8. Offline

    HanzoSanada

    No, Nothing is working. Neither wild grass WITHOUT the vegeation mod for myself or Vegetation for others.
     
  9. Offline

    quik

    So got it working now :D

    Deleted everything on pc related to minecraft and started fresh.
    Maybe not the best solution for everyone but it works :p

    edit: Not working inside caves with for some reason
     
  10. Offline

    HanzoSanada

    Everything minecraft related?

    I deleted the whole .minecraft folder then put in wildgrass + vegetation. Still didn't work. Details please.
     
  11. Offline

    dasyuri

    Same problem here. After 'grazing animals' the console just keeps spamming 'Updating player list..'. No signs of 'Found grass block' or anything similar.
    The /growgrass or /overgrow commands give me chat-responses, but nothing else seems to happen.
     
  12. Offline

    oxide7

    I also get the same thing.

    I've yet to see any grass sadly.
    cb 506
    veg 2.0 (default settings)
    and a few other mods, nothing that should affect this.
    I have the client wild grass working (I see grass in SP)
     
  13. Offline

    OmegaII

    Same, everything enabled ( default config ) it keeps spamming the update things, it finds the block of grass, but no wild grass can be seen. Works fine in SP.
     
  14. Offline

    valdark

  15. Offline

    Emirin

    anyone else running into issues where if vegetation is left running that it will lock up your cpu?
     
  16. Offline

    quik

    By everything minecraft related im talking about the client and the server and every file they depend on

    Then i installed the client and put in modloader v4 with grassfix and wildgrass, checked in SP if it was working.
    After that i downloaded the latest bukkit build and vegetation, started up the server and did /overgrow about 10 times (grass grow very slow for some reason)

    Result:
    [​IMG]

    The console still spam Updating player list..
    I guess that just how the plugin is programmed...
    Would probably be better if it was updating that list just before its about to place the grass, not EVERY second.
    Could maybe help reduce the lag im experiencing when im running this plugin on my server
     
  17. Offline

    h0us3cat

    latest bukkit build... put a damn number in ok?
     
  18. Offline

    quik

    Craftbukkit version git-Bukkit-0.0.0-544.
    Not so sure its the latest version now :p But thats the one im using
     
  19. Offline

    h0us3cat

    no its not latest, thats exactly why i ask you to put it in.
     
  20. Offline

    quik

    Got it yesterday from the link on the top of this page.
    Thats why I said latest build, but I guess you can get later builds from some other location or something
     
  21. Offline

    weasel5i2

    The new update I'm working on will have some performance improvements to the growing routines, as well as the /GG # command to grow grass on the individual block you're looking at.. Also, I've removed the "Updating player list.." logging, as the spamminess annoyed the hell out of me too. :)

    Still trying to determine why it's not working for some of you guys.. I think it's most likely an issue with the client mod class files / JAR at your end.. If you like, I can PM you a copy of a known working modded JAR with the grass installed, just to see if that might be the issue. (I'm not promoting distributing Notch's goodz, mind you - this would be only for troubleshooting purposes on a per-case basis. No other modifications made to the JAR other than the Wild Grass client mod.)

    It should also be noted that if you make any changes to any stock Minecraft JARs, you must delete all of the MOJANG.* files in the folder META-INF (if they exist), or delete the META-INF folder entirely. Otherwise the JAR won't load and/or execute properly due to a checksum mismatch..

    As far as latest Bukkit builds go, I made a subdomain to redirect to the latest build, which I keep having to check periodically to see if they changed the latest recommended build #.. It is at http://rbb.weasel.net (RBB == "recommended Bukkit build")

    All it does is point to http://ci.bukkit.org/job/dev-CraftBukkit/promotion/latest/Recommended/ :)

    Beta 1.4 is right around the corner (hooray wolves!) so I've got some waiting and updating in my near future.. :p

    --W5i2
     
  22. Offline

    HanzoSanada

    I got it working somehow.

    I deleted my whole Entire .minecraft folder and reinstalled all my mods starting with wildgrass than the other way around.

    And as said by this guy the grass grows soooo slow. It works though :)


    EDIT: Grass works, but I have used /growmoss about 10 times in an area I made covered in cobble. Can you post a picture of what moss looks like? Is it like mossy cobblestone?
     
  23. Offline

    Celtic Minstrel

    Yes.
     
  24. Offline

    Olat

    Is there going to be a way for servers to force players to have this mod installed or showed? I know it requires a client side mod to view but in my PvP server the Grass can be like Camo and Used effectively, ONLY if every player has it installed. There is no legit way for me to check if people have it installed or not.

    Also with this Add on using Client Side mods, would it be possible for say Dr. Zharks Mo Creatures Mod ported over in this same fashion? a Server and Client Side Plugin ?
     
  25. Offline

    Celtic Minstrel

    Yes, but I wouldn't want to make it a part of this mod. It should be kept separate, if only because, unlike this one, it would probably result in a client crash if the client-side mod is not installed.
     
  26. Is there a Mirror for 1.4?
    I cant update to 556 yet because my other Plugins using 531.

    Edit: Got it out of the URL.
    http://weasel.net/minecraft/

    Edit: And Spamming .... :(
     
  27. Offline

    h0us3cat

    version 2.1 still not growing plants for me.
     
  28. Offline

    HanzoSanada

    Try backing up your .minecraft folder and start a fresh one.
    You should just need:
    Modloader
    WildGrass
    and a fly mod so you don't have to walk around finding grass.
    Also try a server with JUST the vegetation plugin. It should grow extremely slowly, but it should work.
     
  29. Offline

    h0us3cat

    I used growrange 5 and used the /growplants commands
    And why i need the modloader + wildgrass for plants?
    edit: fresh install with no other plugins seems to work.
    edit2: i just copied all plugins is use to a test server and there it works :/
    after copying my world to the test server it stopped working.
    edit3: fresh install with my world and only this plugins works.
    It looks like it ramdomly stops working sometimes.
     
  30. Offline

    Etalyx

    Might have been coincidence but Veg 2.1 seems to be messing up my server. When I had 2.1 installed, my server would slow to a crawl periodically and everything would freeze for 30 seconds to a minute. This was frequently triggered by someone leaving or joining the game. I removed it last night and my server has been stable since. Using CB 556.
     
  31. Offline

    zwarmapapa

    NPC's also let everything grow. A plugin called DwarfCraft requires 50 npc's, and everything will grow there, but not at the players.
    Can you do some magic so that the grass/plants won't grow next to npc's anymore?
     

Share This Page