Wild Grass
Includes: ~7 different sprites of grass, all biomes, plus lily pads, vines, and other plants.
Disadvantages: Decreases FPS by about 20.
Notch's Grass
Includes: 2 sprites for grass, 2 biomes
Disadvantages: Off center, makes chunk loading extremely slow, doesn't grow on old chunks.
Djoslin's Trapdoor
Includes: Wooden Trapdoor and Iron trapdoor, iron can only be opened with redstone, can be set flush with other blocks.
Notch's Hatch
Includes: Wooden Hatch
Not to mention...
Aether
Includes: Floating islands with many new blocks, ~15 new unique mobs, 3 new tiers of tools and ~20 new items, special dungeons
Notch's Unfinished Sky World
Includes: Floating islands
Just add the mod API instead of adding half-baked ripoffs of popular mods!
I was about say that when I saw your post. I agree 100% with you. Every mod that Notch includes in Minecraft was better at its original version. The only thing he is managing to do is make it harder to use the original mods. The original trapdoor didn't need a block at the side to work and, of course, could be made out of iron. These were much more discrete than Notch's trapdoor, witch only works if there's a block next to it, making it look rather odd. I'm hoping Notch won't break pistons as well...
Invalid argument by having a game we PAID for, simply incorporate FREE mods that people made on their own time, as official updates to said PAID game?
Everything Notch adds as an update is worse than the original mod (all of which have been incredibly good and of high quality).
Smooth Lighting
Wild Grass
Wolves/companions
Sandstone
Hatches
Boosters
Trees from the biomemods
Cakes/food (STILL no real use for farming, why not rip-in a horrible version of the great farm mods too, Notch?)
I could go on, but i'm tired.
I frankly just wish Notch stuck with bugfixing and then maybe our beloved mods would actually be compatible between updates as opposed to having them all break horribly whenever Notch decides to add another half-assed "port" of a mod.
I mean how hard is it, really?
1. Pick your vanilla minecraft.jar
2. Copy the wildgrass mod in
3. Redistribute as Minecraft 1.6
But I guess that would have made things too obvious, not that they arent already. But at least then it would work as well as the actual mod it was 'ripped' from.
Sorry, dont want to turn this thread into a rant, i'm just frustrated that everytime i want to play Minecraft there is a new update that ruins my favorite mods (this included) in favor of half-assed nonsense versions passed as an official feature.
First of all, Tall Grass was just added, while Wild Grass has been around for quite some time. Obviously, Tall Grass will feature much less content.
The same could be said for your Hatch problem.
And about the Aether-Unfinished Sky World problem: See that word? It's called unfinished.
I rest my case. I apologize for looking like the Notch Defense Force, but I think your argument is a bit invalid.
For your first two points: How often has Notch announced that he's putting something in the game, puts it in the game, and then adds a lot more stuff to that?
Maybe once or twice if ever.
Tbh Wildgrass is way better than tall grass. Since it actually simulates growth. Though might be taxing on the computer too much. But what is very disappointing is that he isn't able to improve on the original ideas. like hatchets being next to eachother to open simultaneously. Like wildgrass appearing in only some biomes, there would be Grass patches. And those are just examples.
Is there some kind of super-special installation order to get WildGrass and the HD Patcher's BetterGrass to work simultaneously? When I patch, and then install WildGrass, it works, but no BetterGrass. When I install WildGrass first, and then patch, BetterGrass works, but no WildGrass.
somehow notch has created a legion of cry babies who think he owes them something.
qft.
seriously: regrowing grass with bonemeal is a good idea, as well as getting seeds from it.
shut up and be glad thet it is now even easier to get wild grass working, because it has it’s own blockid now.
i guess a wildgrass mod is nuw just a matter of making the grass spread and grow slowly by itself and only yield seeds when it’s fully grown (which can be accomplished by bonemeal, too)
then he didnt understand how to be humble :smile.gif:
i wouldn’t say „this is my crappy copy“, but rather: „i tried my best to make a mod which incorporates both the new tall grass and ideas from wild grass, hope you like it.“
seriously: regrowing grass with bonemeal is a good idea, as well as getting seeds from it.
shut up and be glad thet it is now even easier to get wild grass working, because it has it’s own blockid now.
i guess a wildgrass mod is nuw just a matter of making the grass spread and grow slowly by itself and only yield seeds when it’s fully grown (which can be accomplished by bonemeal, too)
Actually, the new grass serves a more functional purpose while this mod serves a more aesthetic purpose. I could see them used in conjunction where there's 2 kinds of grass and the notch grass drops seeds. That actually strikes me as more fun since it would be like looking for items in grass like an adventure game where there's not a 100% drop rate. But the see the purpose of the original wild grass dropped in favor of the new notch grass wouldn't really be ideal even if the two could be combined.
Hey Everybody.
After having gotten a chance to play minecraft finally and look at the new tall grass, it has become apparent that Notch's grass doesn't really serve the same purpose as my grass. I know a lot of people are complaining that Notch implemented some kind of cheap knock-off of my mod, but I don't think that is really the case. His grass, while it does look nice, is not there simply for aesthetics, it serves a purpose much like that of other plants like flowers. My grass on the other hand is made to be mostly as a cosmetic improvement to create an interesting environment. His grass and mine are not really similar and shouldn't really be compared as if his was supposed to be some kind of copy, which I don't think it is.
Anyway, as far as this mod is concerned, I have decided to keep my wild grass separate from his and it will simply work in the same way you are used to with the exception that no seeds will be dropped when cut with a hoe. This will add the aesthetic appeal of my mod without altering the grass that Notch added. I think it is actually going to be nice having the two types of grass because it will add quite a nice variety to the fields. I may however make a mod that adjust the height of his grass to be variable like mine, in order to help them blend together better, but that will probably be the extent of any changes.
I hope this pleases everybody, and I look forward to working on this and releasing a working download as soon as possible. To be honest I am quite busy right now with real-life work so it may take a while, but not as long as the last update, since the Minecraft Coders Pack (MCP) has already been released for version 1.6.6
Hey Everybody.
After having gotten a chance to play minecraft finally and look at the new tall grass, it has become apparent that Notch's grass doesn't really serve the same purpose as my grass. I know a lot of people are complaining that Notch implemented some kind of cheap knock-off of my mod, but I don't think that is really the case. His grass, while it does look nice, is not there simply for aesthetics, it serves a purpose much like that of other plants like flowers. My grass on the other hand is made to be mostly as a cosmetic improvement to create an interesting environment. His grass and mine are not really similar and shouldn't really be compared as if his was supposed to be some kind of copy, which I don't think it is.
yeah, grass isn’t soo exotic an idea that not two people can have it individually.
Anyway, as far as this mod is concerned, I have decided to keep my wild grass separate from his and it will simply work in the same way you are used to with the exception that no seeds will be dropped when cut with a hoe. This will add the aesthetic appeal of my mod without altering the grass that Notch added. I think it is actually going to be nice having the two types of grass because it will add quite a nice variety to the fields.
visually separate grass… nice. maybe you should base your grass on the dead shrubs however, since that is a block id for destroyable blocks that yoield nothing.
I may however make a mod that adjust the height of his grass to be variable like mine, in order to help them blend together better, but that will probably be the extent of any changes.
I hope this pleases everybody, and I look forward to working on this and releasing a working download as soon as possible. To be honest I am quite busy right now with real-life work so it may take a while, but not as long as the last update, since the Minecraft Coders Pack (MCP) has already been released for version 1.6.6
-Thank you
Eric
i hope the updated wild* will be compatible with the aforementioned newcomer, because i plan to continue using every of your mods but wildgrass (and „better tallgrass“ instead)
That makes sense, notch added the grass to get rid of the whole 'tilling grass=seeds' thing. Well now all we need to do is be patient and wait, thanks for the clarification on that ejhopkins.
I was about say that when I saw your post. I agree 100% with you. Every mod that Notch includes in Minecraft was better at its original version. The only thing he is managing to do is make it harder to use the original mods. The original trapdoor didn't need a block at the side to work and, of course, could be made out of iron. These were much more discrete than Notch's trapdoor, witch only works if there's a block next to it, making it look rather odd. I'm hoping Notch won't break pistons as well...
Everything Notch adds as an update is worse than the original mod (all of which have been incredibly good and of high quality).
Smooth Lighting
Wild Grass
Wolves/companions
Sandstone
Hatches
Boosters
Trees from the biomemods
Cakes/food (STILL no real use for farming, why not rip-in a horrible version of the great farm mods too, Notch?)
I could go on, but i'm tired.
I frankly just wish Notch stuck with bugfixing and then maybe our beloved mods would actually be compatible between updates as opposed to having them all break horribly whenever Notch decides to add another half-assed "port" of a mod.
I mean how hard is it, really?
1. Pick your vanilla minecraft.jar
2. Copy the wildgrass mod in
3. Redistribute as Minecraft 1.6
But I guess that would have made things too obvious, not that they arent already. But at least then it would work as well as the actual mod it was 'ripped' from.
Sorry, dont want to turn this thread into a rant, i'm just frustrated that everytime i want to play Minecraft there is a new update that ruins my favorite mods (this included) in favor of half-assed nonsense versions passed as an official feature.
For your first two points: How often has Notch announced that he's putting something in the game, puts it in the game, and then adds a lot more stuff to that?
Maybe once or twice if ever.
For the Aether: that's why I put unfinished.
Can't wait for the mod to be updated!
A 32x32 texture pack that keeps faithful to the original textures, items, and gui.
seriously: regrowing grass with bonemeal is a good idea, as well as getting seeds from it.
shut up and be glad thet it is now even easier to get wild grass working, because it has it’s own blockid now.
i guess a wildgrass mod is nuw just a matter of making the grass spread and grow slowly by itself and only yield seeds when it’s fully grown (which can be accomplished by bonemeal, too)
then i don’t understand why you call it “crappy copy”.
it certainly does everything you can expect from a tall grass mod (except two-block-high grass, but i can live without that.)
A 32x32 texture pack that keeps faithful to the original textures, items, and gui.
i wouldn’t say „this is my crappy copy“, but rather: „i tried my best to make a mod which incorporates both the new tall grass and ideas from wild grass, hope you like it.“
Actually, the new grass serves a more functional purpose while this mod serves a more aesthetic purpose. I could see them used in conjunction where there's 2 kinds of grass and the notch grass drops seeds. That actually strikes me as more fun since it would be like looking for items in grass like an adventure game where there's not a 100% drop rate. But the see the purpose of the original wild grass dropped in favor of the new notch grass wouldn't really be ideal even if the two could be combined.
After having gotten a chance to play minecraft finally and look at the new tall grass, it has become apparent that Notch's grass doesn't really serve the same purpose as my grass. I know a lot of people are complaining that Notch implemented some kind of cheap knock-off of my mod, but I don't think that is really the case. His grass, while it does look nice, is not there simply for aesthetics, it serves a purpose much like that of other plants like flowers. My grass on the other hand is made to be mostly as a cosmetic improvement to create an interesting environment. His grass and mine are not really similar and shouldn't really be compared as if his was supposed to be some kind of copy, which I don't think it is.
Anyway, as far as this mod is concerned, I have decided to keep my wild grass separate from his and it will simply work in the same way you are used to with the exception that no seeds will be dropped when cut with a hoe. This will add the aesthetic appeal of my mod without altering the grass that Notch added. I think it is actually going to be nice having the two types of grass because it will add quite a nice variety to the fields. I may however make a mod that adjust the height of his grass to be variable like mine, in order to help them blend together better, but that will probably be the extent of any changes.
I hope this pleases everybody, and I look forward to working on this and releasing a working download as soon as possible. To be honest I am quite busy right now with real-life work so it may take a while, but not as long as the last update, since the Minecraft Coders Pack (MCP) has already been released for version 1.6.6
-Thank you
Eric
visually separate grass… nice. maybe you should base your grass on the dead shrubs however, since that is a block id for destroyable blocks that yoield nothing.
this mod kinda exists: http://www.minecraftforum.net/topic/352290-166-bettertallgrass-v03-verytallgrass/
i hope the updated wild* will be compatible with the aforementioned newcomer, because i plan to continue using every of your mods but wildgrass (and „better tallgrass“ instead)