Inactive [FUN/MISC] Vegetation 3.4.6 - Wild Grass/Vines/Plants/Moss/Grazing Animals (Permissions 2.6+) [1060]

Discussion in 'Inactive/Unsupported Plugins' started by zeff, Mar 9, 2011.

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    Vegetation: Wild Grass, Vines, Plants and Moss Growth! v3.4.6

    This plugin implements the functionality of ejhopkins' Wild Grass Collection v15.2 server mod, as well as vines on trees, (partially working) lily pads and mini-cacti on land, mossy growth spreading on cobblestone and surface plant spreading functionality based on Master-Guy's PlantSpreader plugin. **Note that in order for the players to see the wild grass, you must install the client mod following the instructions found here.** Of course, the grass and/or plant growth can be disabled.

    Now supports vines! See the latest screenshots in the list below.

    Screenshots (I'm using Misa's HD Texture Pack):
    Show Spoiler

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

    Holy cow, that's seriously planty.

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


    This field was grown using /growfield 8.

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

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

    Show Spoiler

    • Placed plants (vines, cacti, lilypads) will sometimes (actually, semi-frequently) pop out and become plant pickups. This is an issue with the Minecraft server automatically doing its environmental plant-population algorithms. Until I find a way to circumvent this, your mileage may vary. Again, anyone is welcome to tweak the source code and make it work better.
    • To be able to plant flowers on sand or water requires a server patch.
      (see below)
    • Grass will grow taller. It can get pretty ridiculous. Without the optional client-side mod, players will only see normal grass blocks.
    • Specified animals will eat whatever grass they encounter, down by one level, on a timed basis.
    • Plants (flowers, mushrooms, cacti, canes, and pumpkins) will spread to nearby adjacent blocks of the same type.
    • Tall Grass and Dead Scrubs now also grow and spread
    • Growth will only occur during the daytime.
    • It will also only occur in the biomes set in the .ini file (see below)
    • It will also occur in all worlds hosted by a server, and only in chunks occupied by at least one player.
    • Configuration folder/file will be created if not found. To reset to factory defaults, simply delete the plugins/Vegetation/Settings.ini file.

    Server Patcher:
    Show Spoiler

    Bukkit Patcher (Download):
    If you want to be able to plant flowers on sand/water, you need to patch your craftbukkit version with the patcher provided here. However, putting flower blocks on water requires you to target the non-water block beneath the water block you want to plant your flower on. This is due to the way the client mod renders lilies, something I can not change. Bugs may occur if you don't plant them correctly, however there is no way your server map will get corrupted. In that case the client thinks there is a plant block on top of water while there actually is none. You will be able to see the "fake" lily but nobody else will, those fake ones will disappear once you relog.
    You may also use /grow flower to grow lily pads on water.

    This patch will not corrupt your map in any way. If you don't have it installed, the server will just unroot all flowers previously planted on sand/water blocks. They'll just pop.

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

    Open the start_patcher.bat file and edit the highlighted portion to the name of your carftbukkit file. You have to put both files into the same directory as your craftbukkit.jar in order to patch it.

    Show Spoiler

    • /grow [type]: trigger a manual growth loop for the specified plant type.
      Valid types are: flower, mushroom, cactus, sugar_cane, moss, scrub
    • /mow: removes all grass within growthRange of player (see configuration) - it will reduce all tall grass blocks into grass-covered dirt blocks.
    • /biome: returns the type of biome the player is currently standing on. You can use this command to collect information on which biome the new tall grass blocks are placed in. Please post your findings in here so I can implement it.
    • /purge [type]: purges your map and removes vines and wild grass
      Valid type are: wild_grass, vines, tall_grass
    (Working on adding back the other commands / features)​

    Show Spoiler

    • The configuration file (plugins/Vegetation/<your worlds name>.ini) looks like this:
    /* Block Search Settings:
    /* Vegetation Settings:
    /* Set max grass height from 1-9
    /* If this option is set to true,
    /* moss will grow on any cobblestones touching water
    /* regardless if there was a moss block to spread from or not.
    /* Player related Settings:
    /* The player will trample a path through the grass if set to true.
    /* ENTITIES:
    /* Sets max number of grazing animals.
    /* You should decrease this number if you encounter server lag.
    /* BIOMES:
    /* Enabled/Disables the growth of vegetation on
    /* certain biomes.
    /* EVENTS:
    /* The following parameters determine how many ticks of
    /* 100 ticks a specific type of action is being executed.
    /* (Example: If grassPercent is set to 60, there is the possibility
    /*  of grass growing at 60/100 ticks if a grass block is found 60 times.
    • growthRange: width radius (from each player), in blocks, of horizontal block-checking and growth to occur - this affects server performance.
    • verticalRadius: height radius (from each player), in blocks, of vertical block-checking and growth to occur - this also affects server performance.
    • enableGrass, enable tallGrass, enablePlants, enableMoss, enableGrazers: self-explanatory :)
    • enableFlowers, enableFungi, enableCacti, enablePumpkins, enableCanes, enableVines, enableLilyPads: individually enable/disable growth types as needed. If enablePlants is set to false, these options will be ignored.
    • waterGrowsMoss: if set to true, any cobblestone touching water will become mossy over time. If moss spreading is also enabled, it will continue to spread from there.
    • grassPercent: percent of the time in which grass should grow
      (see also grazePercent below)
    • plantsPercent: percent of the time in which plants should spread
    • mossPercent: percent of the time in which moss should spread
    • lilyPadPercent: percent of the time in which lilypads should spread
    • vinePercent: percent of the time in which vines should grow
    • tallGrassPercent: percent of the time in which tall grass should spread

    • growForestBiome, growRainforestBiome, growShrublandBiome, growSavannahBiome, growPlainsBiome, growSeasonalForestBiome, growIceDesertBiome, growDesertBiome, growSwamplandBiome, growTaigaBiome, and growTundraBiome: individually enable/disable growth in these biomes as needed.
    • enableGrazers: if set to true, then the mobs (if enabled with the following directives) will eat the grass down by one level.
    • grazePercent: percent of the time in which animals will eat the grass
    • grazingSheep, grazingCows, grazingPigs, grazingChickens: enable/disable the ability for these individual animal types to graze on the grass, accordingly.

    Show Spoiler

    - 'vegetation.grow' - grants access to the /grow command​
    - 'vegetation.growall' - grants access to the /growall command​
    - 'vegetation.mow' - grants access to the /mow command​
    - 'vegetation.purge' - grants acces to the /purge command​
    - player command biome does not require any player permissions​

    Download the Plugin (latest version, JAR) v3.4.6​

    Source is now at Github - most recent releases can be found under the test branch.​

    Previous builds can be found here (and on Github).​


    Show Spoiler

    Version 3.4.6 09-August-2011
    * fixed Long Grass growing on sand and water upon chunk creation​

    Version 3.4.5 22-July-2011
    * fixed playerlist for nether and skylands​
    * fixed possible memory leak​
    * fixed a lot of NullPointerExceptions​

    Version 3.4.4 20-July-2011
    * vines will now vanish if a tree burns down​
    * tweaked tall grass spread a bit​
    * added option to purge command (wild_flowers will purge all sand flowers and lily pads)​

    Version 3.4.3 10-July-2011
    * fixed vines turning back into sugar cane blocks (hopefully)​
    * vines decay now​

    Version 3.4.2 22-June-2011
    * it should be possible to edit signs again​

    Version 3.4.1 16-June-2011
    * fixed Wild Grass​
    * adjusted spreading of Tall Grass​
    * added more options for purge command (self-explaining)​
    * new algorithm for trample grass!​
    * Wild Grass no longer grows on the same block as Tall Grass​

    Version 3.4 14-June-2011
    * added new purge command which removes vine blocks and resets grass blocks meta data (removes wild grass)​
    * vines will only grow on normal trees​
    * added Tall Grass aka Dead Scrubs, Tall Grass and Green Scrubs​
    * added settings check for the grow command, players now only can grow plants which are also enabled in the settings​
    * plants now only spread within their biome type​
    * enabled wild grass and trample grass again​

    Version 3.3 06-June-2011
    * implemented Operator commands for those who don't have Permissions installed on their server​
    * disabled grass for now, pending investigation​
    * fixed plant growth explosion​
    * added "biome" player command, which will just tell you in which type of biome you currently in​

    Version 3.2.2 20-May-2011 zeff
    * vines will no longer drop sugar canes​
    * player can now mow grass with hoes​
    * trampleGrass changed so that it appears more natural (kicks off with a chance of 40% now)​

    Version 3.2.1 14-May-2011 zeff
    * fixed a nasty bug where plants, especially lilies would sometimes replace a block instead of growing on one​
    * flowers and mushrooms now only grow if the light level is appropriate​
    * fixed a bug with planting flowers on water​
    * red roses no longer spread yellow flowers​

    Version 3.2 12-May-2011 zeff
    * separate setting files for each world
    * lily pads added​
    * sand flowers added​
    * performance improved​

    Version 3.1.2 06-May-2011 zeff
    * Implemented thread-safe playerlist as preparation for multi world support​
    * changed default settings for first plugin run​

    Version 3.1.1 02-May-2011 zeff
    * Cacti no longer spawn directly beside blocks which would unroot them instantly​
    * Sneaking players no longer trample down grass​
    * Minor bug fixes​

    Version 3.1 28-Apr-2011 zeff
    * Animals can once again graze grass​
    * Implemented spreading ratio for flowers/mushrooms/cacti. This will prevent them from covering your whole map as they can only spawn in a specific ratio per area​
    * Vines are growing now once you enable them​
    * "trampleGrass": If enabled, players will trample down grass and create a path​
    * "maxGrassHeight": self-explaining​

    Version 3.0 27-Apr-2011 zeff
    * disabled growall command since it's kind of useless the way it is now​
    * fixed mow player command​
    * disabled vines since they are not working properly and create lag​
    * added new setting option for player commands: maxActivePlayerCommands only allows a set amount of commands to run simultaneously​

    Version 2.31 13-Apr-2011 w5i2
    * Recompiled against latest recommended Craftbukkit build #674.​
    * Fixed another pretty ridiculous bug in the plant growth player-getting subroutine, one which was seriously affecting performance. Should work even more as it was designed to work now. :)

    Version 2.3 09-Apr-2011 w5i2
    * Recompiled against latest recommended Craftbukkit build #670.​
    * Grass grows through snow blocks now. Can't wait until 1.5 comes out!
    * Fixed a pretty ridiculous bug in the plant growth percentage calculations. Should work as it was designed to work now. :)

    Version 2.21 01-Apr-2011 w5i2
    * Recompiled against latest recommended Craftbukkit build #617.​
    * Added the ability to have water cause cobblestone to become mossy. Only if the cobblestone is touching the water, obviously.. And of course, normal moss spreading can take over from there if you have that enabled as well.​

    Version 2.2 30-Mar-2011 w5i2
    * Updated to incorporate new features of Wild Grass 10.1+ -- vines!!
    * Changed growth percentages to doubles, so now fractional percentages may be used in the .ini file.​
    * Added HELL biome to the list of configurable biomes (see above)​
    * added /growvines # command. For example, /growvines 10 will grow ten random vines within growthRange number of blocks.​
    * added /vine # command. If you aim at any lower leaf block on a tree and type /vine 3 it will grow a single vine from that block, three blocks tall.​
    * Recompiled against latest recommended Craftbukkit build #602.​

    Version 2.11 25-Mar-2011 w5i2
    * Fixed the /growgrass # command handling. Try /growgrass 1000 and watch it grow!​

    Version 2.1 24-Mar-2011 w5i2
    * Improved the plant spreading code, now my world has way too many flowers. :) Still not seeing any cacti growth, but I do see evidence of canes spreading.​
    * Grazing animals now will only eat grass that is >3 in height. I will most likely add a grazeHeight setting to the .ini file.​
    * Added /gg, /growfield and /grass commands (see Usage above)​
    * Added optional numeric arguments to the /overgrow and /growgrass commands to temporarily change/set the grassPerGrow value to something higher if needed.​
    * /overgrow now has one plant cycle included per 10 grass cycles (unless growPlants is disabled, of course)​
    * /mow now sets the surrounding grass level to 3 instead of 1 (completely flat). If you prefer the completely flat look, you can use /growfield 1 to achieve the same effect.​
    * Removed the obnoxious "Updating player position.." spam from the debug logging​

    Version 2.0 20-Mar-2011 w5i2
    * Major rewrite of the timer task code. This should greatly help with CPU performance issues.​
    * /overgrow now only grows around the player who typed it, rather than all players. It also now runs 1,000 growGrass() cycles, and notifies you at 25%, 50%, 75%, and completion, since it takes a while to run.​
    * Rewrote the way the timer handles the growth tasks - now it is based on a 100-slot timeslot system, so grass/plant/moss/graze amounts can be specified as percentages.​
    * Removed a few unneeded configuration directives and added some others.​

    Version 1.5 19-Mar-2011 w5i2
    * Had the idea to add animal grazing. This should help keep the grass down. :)

    Version 1.41 18-Mar-2011 w5i2
    * Recompiled against the latest recommended Craftbukkit build #556.​
    * Fixed the cacti/canes growth.​

    Version 1.4 18-Mar-2011 *it is recommended that you update to this version or newer* w5i2
    * Divided the moss, grass, plants, and block manipulation functions into separate Java classes.​
    * Added /growmoss command.​
    * Added mossEnabled and mossPerCycle to the .ini settings.​
    * Rewrote the TimerTask threads to be properly implemented (as classes instead of functions)​
    * Finally got the mossy cobblestone spreading to work​
    * I completely forgot to fix the cacti/canes growth, it will be fixed in the next release :)

    Version 1.31 15-Mar-2011 w5i2
    * Fixed a serious bug in which it would "grow" half-blocks into other types of half-blocks, or rotate stairs and rails. I apologise for any inconvenience this may have caused.​
    * Added the remaining biomes (sans Biome.HELL) to the configuration​
    * Apparently TimerTask asynchronicity is discouraged, so I changed the timer tasks to synchronous.​

    Version 1.3 14-Mar-2011 w5i2
    * Rewrote the looping routines again! They actually work properly now.​

    Version 1.21 10-Mar-2011 w5i2
    * Rewrote the looping routines to be a bit more efficient.​
    * Fixed a couple more mathematical bugs.​
    * Discovered and implemented the nifty Block.getRelative(BlockFace.UP) method.​

    Version 1.2 10-Mar-2011 w5i2
    * Added /overgrow command.​
    * Recompiled against latest recommended Craftbukkit build #531.​

    Version 1.1 10-Mar-2011 w5i2
    * Fixed flawed multi-world checking code. :)
    * Fixed flawed block-checking code.​
    * Added more configuration options.​
    * Added more biomes in which growth may occur.​

    Version 1.0 09-Mar-2011 w5i2
    * Created plugin.​
    Teteros, Sphax, kahlilnc and 2 others like this.
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    I have permissions installed. The commands are not changed right?
    Plants grow automatic now, i generated a new config.
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    Commands available in your version are "grow [type]" and "growall" ( permissions: vegetation.grow, vegetation.growall) . Those can only be issued as a player and not from console.
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    ah these work :p
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    Congratulations, I hope the grass mod for the client gets updated soon <.<
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    Wild grass has been updated. I'll report back if it works with the current version of Vegetation as-is

    EDIT: Initial experiments (read:going outside) indicate that it is indeed working just fine. SUCCESS!
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    what versions are you using? i can see wildgrass in smp, but not in smp, i do have the vegitatopn mod installed, 1.5_01 client w/ wildgrass, and latest modloader installed server is bukkit733 v/ this plugin installed... i have tried /growall and it says growing all but i dont see it in smp. only in ssp where it shows up as normal?
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    New Version: v3.0 [733]
    Download - GitHub
    WildGrass Mod v.13 (client portion only)

    Player commands require Permissions 2,6+

    Available Commands:
    Show Spoiler

    /grow [type] (type = flower/mushroom/cactus/sugar_cane/moss) - grows an amount of specified plants
    /mow - cuts grass around a player

    Permission nodes:

    Make sure to create a fresh settings.ini! I'm working on Vines now and I need some suggestions for "useful" player commands.
    Scipione likes this.
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    I was just using 2.31 from the OP, I've since updated to 3.0 but I haven't tested it.
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    You should maybe get a fresh copy from the download since I had to put it offline to fix some bugs (grass wasn't growing if there was a plant already on the block) in the last second...very sorry. I will test more thoroughly before releasing next time.
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    Shouldn't grass not grow if there's a plant in the way? Or can tall grass and a plant exist simultaneously?

    EDIT: Answered my own question by placing a plant on top of some tall grass.
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    Grass is no block, it's just additional graphics rendered so there is no problem with grass+plant on a block^^ There was just some slight glitch with the way I detect "surface" blocks since plants do count as blocks...
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    After using this for a little while, is there any way to 'mark' the original (created during world-gen or player placed) plants, and limit the growth of new plants around them to a certain radius, as well as the density of the plants within that radius? I haven't gotten to that point yet, but it seems that it might eventually create infinite fields of roses/dandelions/cacti and have the entire coastline covered in sugar-cane. A similar system might limit the density of the tall grass, say only allow a certain "level" within a radius, and the value of all the grass in the radius cannot add up to more than that (e.g. you could have a ton of really short grass or a smaller amount of really tall grass, and ranges in between).

    Implementation might go as follows:
    During a tick, determined according to the settings.ini, a plant decides it should grow. It checks if it is an original, and if true it checks if the radius around it is too dense. If false, it spawns a new plant. If it comes back false as an original, it checks for the nearest original plant, and checks the density of that plant's radius. If it's not too dense, it spawns a new plant near to it. Same for grass, except the check for originals.

    Just a thought to avoid clutter without having to have player intervention. Biome-specific configurable settings would be awesome.
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    I know what you mean...once the flowers start spreading they just won't stop unless the whole map is covered. I already have an idea how to check for the density of a flower field and maybe I will implement a way for the spawning rate to adjust if too many plants get spawned in a short amount of time. For now just play around with the "plantpercentage" option.
    There are biome-specific options available or do you mean something else? You can disable plant spreading and grass growth for certain biome types.
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    I mean being able to change the density settings per biome, for instance a rainforest would have really tall grass and tons of minor plants, whereas a taiga would have next to none.

    EDIT: Thinking about it, a density setting definitely helps, but without a limit on radius you'll still run into infinite fields of plants, just not one-per-block like I have right now outside my house, haha.
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    Will do that as soon as I have the density thing figured out :)
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    The plugin works with 1.5_02 server and 1.5_01 client, but there is an issue on my server with it, where at some point it doesn't grow grass anymore on flat grass block or on a grass block, that has already the wild grass on top - it generates a set ammount of grass, then it just stops untill I reload my server or completely shut it down and reboot the terminal (console), Another obvious observation was, that it increases the CPU load to 100% on my 1 Core server, and on the main CPU of my 2 Core server also to 100% (Guessing that minecraft wasn't built for this), if I increase the grassPerGrow=1 to a larger number (In order for the grass grow rapidly fast, ex., grassPerGrow=100, though at grassPerGrow=1 it still increases the CPU load quite alot from normal state, and the Magic Carpet is almost unusable at that load - starts lagging. Normally the grass mod doesn't increase the CPU to 100% load, it grows fast, but remains quite efficient for Single Player. Installed Wild Grass Collection for CLIENT:

    Normal CPU load without this plugin activefor <5 players on the 1 Core server is around 20% (AMD Athlon 3000+, never underestimate older CPUs), mostly player count doesn't increase the CPU load much. With plugin 60% and up, even at point, where new grass doesn't generate.
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    That's odd, my server is at 15% CPU usage even if I enable everything and set all percentage rates to 100%.
    There is no "grassPerGrow" option anymore, generate a new settings.ini. As for the grass growth, the plugin in v3.0 is set to grow grass only on "blank" grass blocks. It chooses a random height and grows the grass. This was different in the old version where after some amount of time you had just hideous high grass everywhere which looked really weird imo.

    Grass generation for SMP and SSP is different obviously since the SSP generation is client based and uses different algorithms then the SMP plugin.

    Are you by any chance using the old v2.31 plugin?
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    Pontus Lantz

    Great job updating the plugin! I have some problems though. Graze doesn't seem to work at all. Even when i have it at 100 the animals doesn't make it go.
    And the commands doesn't really work for me (probably nodes thats needed).

    And then theres some settings that I'm missing.
    I want to have an setting to have like an maximum grass height. I want to have grass on my server but the maximum grass height is to tall for my taste. Would want it to stop at 3 or 4.

    And also i would love an feature almost like graze for animals except for players. Having an setting for the chance of grass going down a step when players walk over that block. Would be an awesome feature so you would get paths between popular places in the grass.

    I know it's a lot of stuff but i just got so overwhelmed of this plugin :p
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    Ohhh...I added the permission nodes to the player command info in my last release post. Totally forgot about that^^ Your suggestions are noted and I'll definitely looks into the grazing players. As for the animals, I simply forgot to enable the feature <.< Damn! Will do that with the next version.
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    Pontus Lantz

    Haha okey. At least simple problems then ^^. Looking forward to next version[meat]
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    Nice work!
    We have a problem with vines and small cacti on our server. They don't grow themselves and when I place a cane or red flowers instead, they disappear after a short moment. Is it possible I made a mistake in settings.ini? Here it is:

    /* Block Search Settings:
    /* Vegetation Settings:
    /* 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 Command Settings:
    /* 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.
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    Vines are disabled in v3.0. I am working on them right now so they will grow in the next version. I don't know about flowers disappearing, the plugin does not remove any blocks. Cacti don't grow on your server since you disabled plant growth on desert biome which is the only place cacti can spread^^
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    Updated the thread with v3.0 ^_^ I was just looking at the vines code and wondering where it went. :) Also, added DIFF patches for MC 1.5_01 with WG, HD textures, or both. (see the "Patching the Client" section of the main thread)

    The server has a built in "feature" wherein the flowers will pop out and become pickups if there are too many within close proximity, or if the light level drops below a certain point. I'm not sure how ejhopkins gets around this with his client/server mods, but I do notice that with his client mod installed, I can place flowers on water (lilies) and sand (mini-cacti) with no problems in single-player mode. zeff, you can see in my code that I attempted to figure it out by using the onBlockPlaced event.. It works (somewhat - notice it makes a lily pad AND a flower pickup? :D) to let you place lilies on the water, but they still pop out after an unspecified amount of time passes by or if some odd known-only-to-the-server condition(s) is/are met..

    I haven't looked lately, but I also wonder when Craftbukkit will implement weather detection and temperature/humidity levels.. It sure would be handy to influence the plant growth with rain and snow!!

    zeff, I really appreciate all your help in enhancing this plugin. I know the Java, but I'm still becoming familiar with the little nuances of the Bukkit server and its weird constructs (doesn't help that they keep changing it up on me either) And I know, I need to comment my code more. Everyone tells me that :)

    But hey, I just learned an interesting new way to handle player commands!

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    I totally revamped the way the plugin detects surface blocks that's why I had to remove a lot of your code. Vines are still there, I implemented them today and the work pretty well as far as I can tell. I guess I will start commenting the code in the next days so you can get a hang on how things work and make more improvements or add new features^^
    As for the weather, there are no block events yet but I guess you can maybe look up the chunk it is raining in and maybe get the blocks this way?
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    The new version fixed my problem, but the spread of the grass is very wide, I hope it will get better in time, when the grass is full, cpu load minimal
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    You can set the range of all plants/grass spread with "growthRange" in your settings.ini.
    You really shocked me with your last post btw^^ I thought I totally screwed up.
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    Yeah, the settings.ini looks very different from what I had, nice job on the update. My cpu load is 15% on my 2nd 2core server (Will continue working with it, as it is more stable than my old athlon, gonna save it up for a different, less ram/cpu consuming game).
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    New Version: v3.1 [733]
    Download - GitHub
    WildGrass Mod v.13 (client portion only)

    Player commands require Permissions 2,6+

    Available Commands:
    Show Spoiler

    /grow [type] (type = flower/mushroom/cactus/sugar_cane/moss) - grows an amount of specified plants
    /mow - cuts grass around a player

    Permission nodes:

    Please create a fresh Settings.ini!
    Be careful with the growthRange, the formula is ((Range*2)+1)^2. A setting of 30 would cover an area of 3721 blocks (30 blocks in each direction with the player in the center). High settings shouldn't affect performance, grass just starts growing ridiculously far away...
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    Tested 3.1 Works like a charm.

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