Wait 5 seconds, then click the yellow "Skip Ad" on the top right of the screen. Once at mediafire, click the green "DOWNLOAD (18.5 KB)" button in the middle of the screen)
Screenshots Plains
Requirments
You must have Minecraft Forge v6.6.0.499 installed.
Installation
Install Minecraft Forge v6.6.0.499
Put the zip file into the "mods" folder (follow regular forge mod installation tutorials)
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! :biggrin.gif: :sad.gif:
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.
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.
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?
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. :biggrin.gif:
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.
Quote from ManxAndrew »
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.
Quote from Roflzilla »
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.
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,
Rollback Post to RevisionRollBack
Quote from Zzombie_99 »
Why stop at the melee? Just admit (Halo) Reach itself was a mistake. It is, really. The Hindenburg was less broken than this.
I love this, but is there any way to get it to work with modloader? It modifies the same classes as a few of my other fave mods (noteably one of the BiomeTerrain classes) :sad.gif:!
I love this, but is there any way to get it to work with modloader? It modifies the same classes as a few of my other fave mods (noteably one of the BiomeTerrain classes) :sad.gif:!
Yes, I just don't really now much about ModLoader and how to create mods for it. If someone could PM a tutorial, to help me out. that would be great.
Quote from Seiseki »
A few other things I'm curious about, how does it look if grass grows on every single grass tile? It starts to look way too cluttered. Especially if they are all the same height, it doesn't tile well when looking long distances.
How does it look if the grass is aligned in a '#' instead of a 'x' and what's the performance impact on that? Actually, I was working on away that would rotate the 'x' slightly. It actually did look better as a "+" shape, but I removed it during some troubleshooting, and haven't fixed it.
Also, is it by design that you've added a color offset to the hue of the grass, so it stands out better? Yes
This mod affects your saves right?Yes
And I'm guessing it's not compatible with SMP?Yes
Would it be possible to have a cosmetic only mode that adds grass to all tiles without modifying saves and which would work for SMP? Yes, I have considered a non-invasive version that would simply draw 2d grass over existing grass, without adding a new block type so saves would not be messed up with new block types either. The problem is that you could not destroy them easily.
Information
Once at mediafire, click the green "DOWNLOAD (18.5 KB)" button in the middle of the screen)
Screenshots
Plains
Requirments
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! :biggrin.gif: :sad.gif:
I'm so happy that Seiseki posted that topic
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.
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.
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.
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.
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.
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,
Yes, I just don't really now much about ModLoader and how to create mods for it. If someone could PM a tutorial, to help me out. that would be great.