Grass is one of those simple blocks that don't require much thinking to make. Plop a dirt block beside an existing grass block, woop. A grass block appears! But, grass seems a bit boring sometimes. They all have the same texture, the same uses, it really is a simple block.
I introduce Grass Block 2.0. Well, it's really multiple types of grass block. I'll explain.
Basics
Grass Blocks now use metadata.
Grass:0 is the current grass, green and completely covered.
Grass:1 is a new type of grass. It is dirt with small patches of grass on it.
Grass:2 is another type of grass. It is dirt with larger patches of grass on it.
Grass:3 is a 'rough' grass type.
Grasses:4-5 are the rough variants of 1-2.
Grass:6 is a normal grass with patches of rough grass.
Grass:7 is rough grass with patches of normal grass.
Function
Now, what do these new blocks do?? Well, the world will spawn as normal with grass however, in certain biomes rough grass block patches will randomly grow. This grass type is much rarer than normal grass as it dies out pretty quickly as sheep like it to eat. Rough grass also has a higher chance of spawning with tall grass on top.
Growth
When one places a dirt block the grass will not immediately spread. Instead, it will first turn into Grass:1. Then Grass:2, providing it is not stepped on. If it is stepped on, it will go down a metadata, similarly to how farmland used to work. Once it is Grass:0, it may be stepped on as you please. Normal grass will turn into rough grass if there is more than 10 rough grass blocks in a 5*8*5 area around it. Likewise, rough grass will turn into normal grass in the same way. Normal grass can also turn into rough grass if exposed for a few MC weeks to heavy foot-use, horse-use, rain and sun. You must then 'mow' the grass using shears.
Use
Rough grass is good for sheep farming as it provides the sheep with more nutrients. Horses also enjoy living in rough grass paddocks. You can shear rough grass into normal grass using shears. This drops grass clippings which may be fermented in a Brewing Stand into Bottles of Fertiliser, which is used to fertilise crops. Grass clippings may also be fed to calves and piglets to speed up their growth.
hmmm. That's a cool idea. I don't really mind the fact that grass transitions immediately when it grows so I'm not sure about the "growth stages" idea of grass blocks. However, the idea of different types of grass appearing in different terrains is a fun one. Could add a lot of customization for gardens and a fun use for silk touch picks. I'd immediately want to own all the grass block types lol.
I don't see a reason to add metadata though. Why not just make it a new block, this is basically what mycelium is...as grass variant.
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hmmm. That's a cool idea. I don't really mind the fact that grass transitions immediately when it grows so I'm not sure about the "growth stages" idea of grass blocks. However, the idea of different types of grass appearing in different terrains is a fun one. Could add a lot of customization for gardens and a fun use for silk touch picks. I'd immediately want to own all the grass block types lol.
I don't see a reason to add metadata though. Why not just make it a new block, this is basically what mycelium is...as grass variant.
Because the metadata is there anyways even if nothing is stored in it. Adding a new block would take more space, require more coding, and provide little to no benefit.
That being said, I don't see a reason to add this, as cool as it may be. The uses given are all just changes for the sake of change imo, with a few of them not even having a game mechanic to relate to. For example, the stuff with the sheep and horses. Sure mobs choose light over dark and grass over other blocks, but adding anything another layer to that is kind of meaningless, especially when to my knowledge mobs choose light over grass.
The fertilize potion is also one that doesn't really have a use. Bonemeal fills that role already, unless the potion grows things instantly. But even then, we are talking about collecting either collecting a Bone from the ground in the morning after a Skeleton burns to death, or making a pair of Shears, finding and maintaining a field of Rough Grass, cutting it, brewing it into a potion, making it a splash potion (how else do you use it on crops?), then throwing it. To recap, finding a Bone and getting 3 Bonemeal from it, or using 2 Iron, 3 Glass, Gunpowder, going to the Nether at least once, and using the fuel to make the Bottle and the Shears. It just seems like too much work for a minimal gain.
As for the calves and pigs, that has some merit, but if you are maintaining a large group of animals it is largely meaningless because it only takes 5 minutes for it to grow up anyways. That is a tiny amount of time, and it would probably make more sense to mass breed all your animals at once, then spend those 5 minutes doing another task rather than wasting most of it getting grass clippings to speed the growth.
I still don't mind the idea of the basic different grass types as metadata, but I think it is better served as an aesthetic block. Changing the rough grass so it spreads similarly to mushrooms (where it converts dirt and grass into rough grass, but only if there is less than X rough grass in a certain radius) would add some variety to the game without reinventing the wheel and adding a bunch of shiny, but largely irrelevant features to it.
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The only way I'd support this idea is if it was purely cosmetic and there were no game mechanics built into it. Plus, the grass needs to be mostly static and not dynamically change state based on players walking on it, etc. Meaning that grass in a desert would be permanently patchy and brown.
Thanks for the feedback. I will probably make it aesthetic only; having rarer grasses may be a nice reward for exploring, I don't know. Grass seeds though could become a thing... random chance when hoeing? Always obatain when shearing?
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Curse PremiumI introduce Grass Block 2.0. Well, it's really multiple types of grass block. I'll explain.
Basics
Grass Blocks now use metadata.
Grass:0 is the current grass, green and completely covered.
Grass:1 is a new type of grass. It is dirt with small patches of grass on it.
Grass:2 is another type of grass. It is dirt with larger patches of grass on it.
Grass:3 is a 'rough' grass type.
Grasses:4-5 are the rough variants of 1-2.
Grass:6 is a normal grass with patches of rough grass.
Grass:7 is rough grass with patches of normal grass.
Function
Now, what do these new blocks do?? Well, the world will spawn as normal with grass however, in certain biomes rough grass block patches will randomly grow. This grass type is much rarer than normal grass as it dies out pretty quickly as sheep like it to eat. Rough grass also has a higher chance of spawning with tall grass on top.
Growth
When one places a dirt block the grass will not immediately spread. Instead, it will first turn into Grass:1. Then Grass:2, providing it is not stepped on. If it is stepped on, it will go down a metadata, similarly to how farmland used to work. Once it is Grass:0, it may be stepped on as you please. Normal grass will turn into rough grass if there is more than 10 rough grass blocks in a 5*8*5 area around it. Likewise, rough grass will turn into normal grass in the same way. Normal grass can also turn into rough grass if exposed for a few MC weeks to heavy foot-use, horse-use, rain and sun. You must then 'mow' the grass using shears.
Use
Rough grass is good for sheep farming as it provides the sheep with more nutrients. Horses also enjoy living in rough grass paddocks. You can shear rough grass into normal grass using shears. This drops grass clippings which may be fermented in a Brewing Stand into Bottles of Fertiliser, which is used to fertilise crops. Grass clippings may also be fed to calves and piglets to speed up their growth.
EDIT
Sorry I just saw you put about the weather. But maybe the block its on or the presence of water could change the growth.
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Curse PremiumI don't see a reason to add metadata though. Why not just make it a new block, this is basically what mycelium is...as grass variant.
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ModeratorBecause the metadata is there anyways even if nothing is stored in it. Adding a new block would take more space, require more coding, and provide little to no benefit.
That being said, I don't see a reason to add this, as cool as it may be. The uses given are all just changes for the sake of change imo, with a few of them not even having a game mechanic to relate to. For example, the stuff with the sheep and horses. Sure mobs choose light over dark and grass over other blocks, but adding anything another layer to that is kind of meaningless, especially when to my knowledge mobs choose light over grass.
The fertilize potion is also one that doesn't really have a use. Bonemeal fills that role already, unless the potion grows things instantly. But even then, we are talking about collecting either collecting a Bone from the ground in the morning after a Skeleton burns to death, or making a pair of Shears, finding and maintaining a field of Rough Grass, cutting it, brewing it into a potion, making it a splash potion (how else do you use it on crops?), then throwing it. To recap, finding a Bone and getting 3 Bonemeal from it, or using 2 Iron, 3 Glass, Gunpowder, going to the Nether at least once, and using the fuel to make the Bottle and the Shears. It just seems like too much work for a minimal gain.
As for the calves and pigs, that has some merit, but if you are maintaining a large group of animals it is largely meaningless because it only takes 5 minutes for it to grow up anyways. That is a tiny amount of time, and it would probably make more sense to mass breed all your animals at once, then spend those 5 minutes doing another task rather than wasting most of it getting grass clippings to speed the growth.
I still don't mind the idea of the basic different grass types as metadata, but I think it is better served as an aesthetic block. Changing the rough grass so it spreads similarly to mushrooms (where it converts dirt and grass into rough grass, but only if there is less than X rough grass in a certain radius) would add some variety to the game without reinventing the wheel and adding a bunch of shiny, but largely irrelevant features to it.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
Even than I'm not too interested.
Sorry, but as is I don't support.
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