I had to figure out how to access a private variable that is normally inaccessible. It is the one that tells minecraft to draw cracks instead of normal texture. Basically now, if it tries to draw a grass block with cracks, it only draws the "block" portion and not the wild grass sticking up. that way the grass doesnt get drawn twice which causes the glowing.
Quote from psydekick »
Does Wild Grass affect mob spawning? What are the mob spawning rules? I thought it was friendly mobs on grass with enough light, and evil mobs on any block if dark enough (except half blocks and glass). Is there a max limit to the number of mobs?
Reason I ask:
SMP server (Windows 7, launching minecraft_server.jar) seems to be fewer friendly mobs during the day since installing sever version of WildGrass v11.6.1
I look forward to v12 server version, my wife loves the pink flowered lily pads from the Painterly pack.
I think that is just a coincidence, this mod doesnt change any mob spawning rules.
I had to figure out how to access a private variable that is normally inaccessible.
i guess there was more to it since this is enough: [*:efa2noiv]google: java access private variable
[*:efa2noiv]click on first result
[*:efa2noiv]?????
[*:efa2noiv]ACCESS!
I installed that mod and later I see that I don't want that vines. So I reinstalled it and installed only the grass and the flowers but now there is Sugar Cane on the trees.
Could somebody help me ?
Punch them down. or just wait it out, eventually they will fall off.
You can try, but likely what will happen is your sprites will be over-written and grass may look funny. Actually, if you copy ONLY the "ModLoader.class" file from the modloader_terrain version, that should work with the regular client version.
WILD GRASS UPDATE 12.1.3!!! FIXED GLOWING GRASSS!!EVEN IN MODLOADER!
It took me a while to figure it out, but its fixed now!!!
Awesome news! Please tell me I can just update those classes rather than redoing the whole thing from scratch. It took some effort for me to get WG and BG all working properly.
Thanks for the fix!
Rollback Post to RevisionRollBack
"Don't know why you should feel that there's something to learn... it's just a game that you play."
eljhopkins I don't know if you are still adding texture packs to that list of texture packs that support your mod but I recently updated the wildgrass settings on my own pack.
I really love this mod and wish it was official. Or any form of tall grass was in the game officially. It just looks so darn cute! I really need to try it with those fancy-smancy "waving grass" shaders.
I love you for fixing the glowing grass with modloader, I knew you could that's why I said what I said about it :smile.gif: I was thinking about attempting to fix it myself, but I'm glad you did! I hope what I had to say had something to do with it.
This mod is simply amazing, I have so much respect for you, I aspire for my mods to be as good as yours :smile.gif:
I'm learning too, and let me tell you it gets damn frustrating at times but keep it up, this mod is amazing I added support for the new wild grass in the new version of my texture pack "Minecraft Enhanced" I love love love the vines :smile.gif:
Well, I never had the glowing grass bug with previous versions, but I just installed Wildgrass v12 and discovered it... :'(
Also, are hanging vines so rare ? I explored my world a lot but didn't see any of them... If it works, shouldn't I be able to see a Vine item in TooManyItems ?
Vines are simply sugarcane with metadata, not a separate item. Also, I believe in the version you're using they don't grow on their own, so you'll have to plant some yourself - vines grow under leaf blocks.
lol, I have no idea if this is known or what might cause it, but I had to delete my .minecraft folder and replace it, and when I put my saves back in and played them (after not re-installing wildgrass) everywhere there had been vines turned into sugarcane. All I had was test worlds so it's more funny than anything, but it might annoy someone who decides not to go with wildgrass after they've installed it.
I think that is just a coincidence, this mod doesnt change any mob spawning rules.
[*:efa2noiv]google: java access private variable
[*:efa2noiv]click on first result
[*:efa2noiv]?????
[*:efa2noiv]ACCESS!
Y u so sexay.
FASEworld | Capitalism, Hoooo! | Allods Yasker's Tower
cheers to you sir!
generation. Social experiment.
Awesome news! Please tell me I can just update those classes rather than redoing the whole thing from scratch. It took some effort for me to get WG and BG all working properly.
Thanks for the fix!
5-10 fps against 60-80 in any other place.
-------------
Vanilla
mcpatcher-2.0.0-beta3
ModLoader with Grass Fix
wildGrass v12.1.3
I really love this mod and wish it was official. Or any form of tall grass was in the game officially. It just looks so darn cute! I really need to try it with those fancy-smancy "waving grass" shaders.
This mod is simply amazing, I have so much respect for you, I aspire for my mods to be as good as yours :smile.gif:
I'm learning too, and let me tell you it gets damn frustrating at times but keep it up, this mod is amazing I added support for the new wild grass in the new version of my texture pack "Minecraft Enhanced" I love love love the vines :smile.gif:
wildgrass, fast graphics, short render, no smooth lighting: 5-15 fps
laptop specs: core2 duo T6500 2.1ghz
nVidea geforce gt 240m 1GB
4GB ram
linux mint 8
WTF?
oh and running with java 7
edit: wildgrass + optifog, fancy graphics, far render, smooth lighting: 30-50 fps
0.0
USE IT!