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[1.0.0] Wild Grass UPDATED !!!


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#1

Posted 07 December 2010 - 01:21 AM

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:,,,,: :,,,,: :,,,,:The Wild Grass Mod :,,,,: :,,,,: :,,,,:

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News
    I have finally update to 1.0.0 Thank you all for your support and patience. A few things to note, right now I only have the regular wild grass updated right now. No modloader version or other things your used to. I will be adding these sometime. I will also be adding the "reset" version soon as well.

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    Future
    • WildLillies: based off of Notch's lilies. Basically just adding "flower" capabilities to them
    • Biome Flowers: everything you remember and once loved.
    • WildVines: Based of Notch's vines, but not sure how I want to implement yet. Will be simple, not complex.
    • Modloader version, and maybe others depending on what you request.
    • Visual change to Notch's tall grass. Maybe even a "removal" mod. I dont know


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    OLD Downloads

    Since some people have asked...
    If you really love this mod, and are feeling generous, feel free to donate with this link.
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    I greatly appreciate any donation.

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    Information
      This mod creates a wild grass block that grows on top of existing grass blocks.
      Once a wild grass block has grown, it will start spreading to nearby blocks, growing taller as it does.
      This really softens up the harsh edges of grassy hills and even thought it is a simple mod, it really enhances the feel of the game a lot. It gives it an almost low graphic "Oblivion" type of environment feel.

      This does not effect the "Tall Grass" block that Notch made in any way. You will notice it looks rather nice having two different types of grass growing in the game.

      When the game is first loaded, grass will pop up very frequently. This should only last a few minutes. This was so that I did not have to modify the chunk loader.

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    Links
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    Screenshots
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    Features
    • Non-Invasive: will not destroy save files after unloading.
    • This mod, and all updates, are designed to not have any new blocks, in order to keep your saves safe.
    • Growing Grass: grass will spread and grow taller
    • Biome Compatible: Grass is color adjusted for biomes
    • Hoes can harvest grass, making it shorter until it is soil. Happy Mowing.
    • Flowers become lily pads when placed in water! They also spawn near reeds.
    • Flowers have custom graphics for specific biome.
    • Flowers have custom graphics when planted in sand.
    • Vines grow in trees in hot and humid areas. Vines produce and can be planted with reeds.
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    Video

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    Installation Instructions
      Copy the files from the the appropriate version and paste them into your "minecraft.jar" file.
      Drag and Drop, just like you are used to.
      Make sure to delete the META-INF folder.

      Also, if installing this mod overwrites any of the same classes that your other mods do, don't expect compatibility.

      To install on the server, Install the files from the server mod download into minecraft_server.jar to allow wild grass users to see their grass in you server. This is not for minecraft_server.exe.

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    Reset Grass Height
      The grass height is saved even when this mod is not installed. If you want to start fresh with brand new loaded grass, that is generated by the proper version. Then download the Wildgrass_reset mod. Install that mod, play the game for a bit, then uninstall it, and use the WildGrass mod you prefer. It only needs to be used if you want my biome specific grass to replace the grass that you already grew using my previous versions. You do not need to use this to FIX your saves. Saves are never ruined with this mod. Although you may have to re-mow your lawns


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#2

Posted 07 December 2010 - 02:02 AM

This sounds great! It will give minecraft a little more atmospheric effect! Looking forward to it!

#3

Posted 07 December 2010 - 02:07 AM

I know currently they are modifyed crops, but will it be possible to make a new custom grass texture for it?
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#4

    Earo16

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Posted 07 December 2010 - 08:48 AM

This'll look great with better grass.

#5

    Seiseki

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Posted 07 December 2010 - 09:16 AM

woho, this is great!

:Black: :Black: :Black: :Black:
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#6

    Glimmar

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Posted 07 December 2010 - 11:09 AM

Seiseki said:

woho, this is great!

:Diamond: :Diamond: :Diamond: :Diamond:
What you said, Seiseki! Love the idea in your original thread. This would have such an amazing effect on softening the landscape and making it appear more natural in so many ways. A mod (or Notch's implementation) coupled with the amazing biome editor would provide us with awesomely beautiful worlds!

Really excited about this and thanks to you both for raising the idea and taking it seriously! The Minecraft community never ceases to amaze me with it's ingenuity! :D :( :Diamond: :Diamond: :Diamond: :Diamond:
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#7

Posted 07 December 2010 - 11:30 AM

awesome idea!
i love it.

:Ham: :P

#8

  • Location: Canada

Posted 07 December 2010 - 11:35 AM

This sounds good, can't wait.

#9

    Neth

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Posted 08 December 2010 - 08:32 AM

Awesome work ejhopkins! Looking forward to trying your mod! :SSSS:

#10

    Seiseki

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Posted 08 December 2010 - 11:26 AM

Wow, that looks awesome!
Can't wait till it's available for download!

Also, there's probably hundreds of ways to expand this in the future, stuff like seaweed, rocks, different types of grass, shrubs and bushes! :Diamond:
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#11

    Khalan

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Posted 08 December 2010 - 12:32 PM

Looks great. This may become one of those mods many people don't want to do without.

#12

    Lilyo

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Posted 08 December 2010 - 02:54 PM

That is so cool.
I'm so happy that Seiseki posted that topic :P
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#13

Posted 08 December 2010 - 06:45 PM

Looks great! Can't wait for a download. The grass is an entity in itself, I'm assuming, not part of the grass block?

Because it'd be awesome if you could cut/hoe the tall grass to be short grass/just the grass block. Kinda' like a Legend of Zelda feel.
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#14

Posted 08 December 2010 - 07:24 PM

viewtopic.php?f=25&t=100771#p1501164
Check it OUT! I got a picture and a download now!

as of now, because of a problem with one of my modified classes, You cannot place a new block on top of a grass block, without first chopping it down. I do plan on fixing this. It worked in development, but when I tried to make a downloadable version, it was crashing the mod.

#15

    NeonJ

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Posted 08 December 2010 - 07:43 PM

No grass trampling? Why not use my idea?

I think grass should be stompled on 5 times to be 1 pixel shorter (and it won't die STRAIGHT AWAY, like 3-10 seconds after the 5th trample or something), and grass should gain a pixel in growth every 2 days or something. :3 (Max height would be higher than the highest Wheat for awesomeness. :iapprove:

In a small chunk:
Grass_Maxheight = x
Grass_MaxHP = x*5
Grass Start HP = rand(0,MaxHP)
5 minutes pass(Grass_HP + 1)
Trampled grass (Grass_HP - 1)

Tried to simplify it but it turned into psuedo code. :<
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#16

  • Location: Isle of Man

Posted 08 December 2010 - 07:47 PM

does this work with biome terrain mod? Just asking as I've had conflicts with the px.class file before now and will have to create a clean .jar and leave biome terrain mod out... again.

#17

Posted 08 December 2010 - 07:54 PM

Looks very nice, does add a lot of depth in the game. Perhaps not all grass blocks should have the tall grass, but harvesting from a tall grass yields a larger chance for seeds?

#18

Posted 08 December 2010 - 08:01 PM

NeonJ said:

No grass trampling? Why not use my idea?
I think grass should be stompled on 5 times to be 1 pixel shorter (and it won't die STRAIGHT AWAY, like 3-10 seconds after the 5th trample or something), and grass should gain a pixel in growth every 2 days or something. :3 (Max height would be higher than the highest Wheat for awesomeness. :D

Actually I did have trampling in the game. Because of the way the "collide with entity" function is called in the game, I wasn't able to include a random field for reducing the "metaData" of the grass, which holds a variable at a slow rate. It was being trampled almost instantly, and looked really weired, and areas with animals ended up with almost no grass. I do plan on re-trying this again, by increasing the maximum height by like 200, instead of 5, and dividing the number in order to determine the sprite used, but I wanted to release something, before I started in on the details.

ManxAndrew said:

does this work with biome terrain mod? Just asking as I've had conflicts with the px.class file before now and will have to create a clean .jar and leave biome terrain mod out... again.
Right now, probably not, but I think you could just not include the px.class (if that's the one that handles generation) and it should work fine. The only thing is there will not be a lot of grass in newly created areas, but grass will start to pop up gradually.


Roflzilla said:

Looks very nice, does add a lot of depth in the game. Perhaps not all grass blocks should have the tall grass, but harvesting from a tall grass yields a larger chance for seeds?
right now, not every bock has it, about 2/3 I think. I may adjust this variable however. I have also considered reducing the amount of grass based on the biome settings.

#19

  • Location: Côte d'Azur

Posted 08 December 2010 - 08:05 PM

I know I said this in the request topic but...

With this mod I'll always be thinking of Pigmen Vietcong in tall grass within the dense underbush of a rainforest biome made rediculously large and thick thanks to the RiverC. (Pigmen complete with Vietcong reskin)

That's what you get for watching Apocalypse Now before going to sleep,

Zzombie_99 said:

Why stop at the melee? Just admit (Halo) Reach itself was a mistake. It is, really. The Hindenburg was less broken than this.

#20

    Shykary

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Posted 08 December 2010 - 08:23 PM

This is epic. Keep updating it. Loved it, downloading it right now. :3