Inactive [FUN/MISC] Vegetation 3.4.6 - Wild Grass/Vines/Plants/Moss/Grazing Animals (Permissions 2.6+) [1060]

Discussion in 'Inactive/Unsupported Plugins' started by zeff, Mar 9, 2011.

  1. Offline

    zeff

    Vegetation: Wild Grass, Vines, Plants and Moss Growth! v3.4.6

    This plugin implements the functionality of ejhopkins' Wild Grass Collection v15.2 server mod, as well as vines on trees, (partially working) lily pads and mini-cacti on land, mossy growth spreading on cobblestone and surface plant spreading functionality based on Master-Guy's PlantSpreader plugin. **Note that in order for the players to see the wild grass, you must install the client mod following the instructions found here.** Of course, the grass and/or plant growth can be disabled.

    Now supports vines! See the latest screenshots in the list below.


    Screenshots (I'm using Misa's HD Texture Pack):
    Show Spoiler

    [​IMG]
    Yeah, I didn't let much grass grow. I had it set too low for the demo screenshot.

    [​IMG]
    Holy cow, that's seriously planty.

    [​IMG]
    Single grow of a square of tall (10) grass blocks around me using the /gg 10 command on each block.

    [​IMG]

    This field was grown using /growfield 8.

    [​IMG]
    ...and then mowed back down with /mow.

    [​IMG]
    Nice pretty vines hanging down from this tree... (stock MC textures)


    Features/caveats:
    Show Spoiler

    • Placed plants (vines, cacti, lilypads) will sometimes (actually, semi-frequently) pop out and become plant pickups. This is an issue with the Minecraft server automatically doing its environmental plant-population algorithms. Until I find a way to circumvent this, your mileage may vary. Again, anyone is welcome to tweak the source code and make it work better.
    • To be able to plant flowers on sand or water requires a server patch.
      (see below)
    • Grass will grow taller. It can get pretty ridiculous. Without the optional client-side mod, players will only see normal grass blocks.
    • Specified animals will eat whatever grass they encounter, down by one level, on a timed basis.
    • Plants (flowers, mushrooms, cacti, canes, and pumpkins) will spread to nearby adjacent blocks of the same type.
    • Tall Grass and Dead Scrubs now also grow and spread
    • Growth will only occur during the daytime.
    • It will also only occur in the biomes set in the .ini file (see below)
    • It will also occur in all worlds hosted by a server, and only in chunks occupied by at least one player.
    • Configuration folder/file will be created if not found. To reset to factory defaults, simply delete the plugins/Vegetation/Settings.ini file.




    Server Patcher:
    Show Spoiler

    Bukkit Patcher (Download):
    If you want to be able to plant flowers on sand/water, you need to patch your craftbukkit version with the patcher provided here. However, putting flower blocks on water requires you to target the non-water block beneath the water block you want to plant your flower on. This is due to the way the client mod renders lilies, something I can not change. Bugs may occur if you don't plant them correctly, however there is no way your server map will get corrupted. In that case the client thinks there is a plant block on top of water while there actually is none. You will be able to see the "fake" lily but nobody else will, those fake ones will disappear once you relog.
    You may also use /grow flower to grow lily pads on water.

    This patch will not corrupt your map in any way. If you don't have it installed, the server will just unroot all flowers previously planted on sand/water blocks. They'll just pop.


    start_patcher.bat:
    @echo off
    java -Xincgc -Xmx1G -jar BukkitPatcher_0.0.jar craftbukkit.jar
    pause

    Open the start_patcher.bat file and edit the highlighted portion to the name of your carftbukkit file. You have to put both files into the same directory as your craftbukkit.jar in order to patch it.

    Commands:
    Show Spoiler

    • /grow [type]: trigger a manual growth loop for the specified plant type.
      Valid types are: flower, mushroom, cactus, sugar_cane, moss, scrub
    • /mow: removes all grass within growthRange of player (see configuration) - it will reduce all tall grass blocks into grass-covered dirt blocks.
    • /biome: returns the type of biome the player is currently standing on. You can use this command to collect information on which biome the new tall grass blocks are placed in. Please post your findings in here so I can implement it.
    • /purge [type]: purges your map and removes vines and wild grass
      Valid type are: wild_grass, vines, tall_grass
    (Working on adding back the other commands / features)​


    Configuration:
    Show Spoiler

    • The configuration file (plugins/Vegetation/<your worlds name>.ini) looks like this:
    Code:
    /* Block Search Settings:
    growthRange=20
    verticalRadius=5
    
    /* Vegetation Settings:
    enableGrass=false
    enableTallGrass=false
    
    /* Set max grass height from 1-9
    maxGrassHeight=9
    enablePlants=false
    enableFlowers=false
    enableFungi=false
    enablePumpkins=false
    enableCacti=false
    enableCanes=false
    enableMoss=false
    enableLilyPads=false
    enableVines=false
    
    /* If this option is set to true,
    /* moss will grow on any cobblestones touching water
    /* regardless if there was a moss block to spread from or not.
    waterGrowsMoss=false
    
    /* Player related Settings:
    maxActivePlayerCommands=40
    spreadAmountFlowers=5
    spreadAmountFungi=5
    spreadAmountCacti=5
    spreadAmountSugarCane=5
    spreadAmountMoss=5
    spreadAmountTallGrass=5
    /* The player will trample a path through the grass if set to true.
    trampleGrass=false
    
    /* ENTITIES:
    enableGrazers=false
    /* Sets max number of grazing animals.
    /* You should decrease this number if you encounter server lag.
    grazerMaxCount=10
    grazingSheep=true
    grazingCows=true
    grazingPigs=true
    grazingChickens=true
    
    /* BIOMES:
    /* Enabled/Disables the growth of vegetation on
    /* certain biomes.
    growForestBiome=true
    growRainforestBiome=true
    growShrublandBiome=true
    growSavannahBiome=true
    growPlainsBiome=true
    growSeasonalForestBiome=true
    growIceDesertBiome=true
    growDesertBiome=true
    growHellBiome=true
    growSwamplandBiome=true
    growTaigaBiome=true
    growTundraBiome=true
    
    /* EVENTS:
    /* The following parameters determine how many ticks of
    /* 100 ticks a specific type of action is being executed.
    /* (Example: If grassPercent is set to 60, there is the possibility
    /*  of grass growing at 60/100 ticks if a grass block is found 60 times.
    grassPercent=40
    tallGrassPercent=20
    plantsPercent=5
    mossPercent=5
    lilyPadPercent=5
    vinePercent=5
    grazePercent=10
    
    
    • growthRange: width radius (from each player), in blocks, of horizontal block-checking and growth to occur - this affects server performance.
    • verticalRadius: height radius (from each player), in blocks, of vertical block-checking and growth to occur - this also affects server performance.
    • enableGrass, enable tallGrass, enablePlants, enableMoss, enableGrazers: self-explanatory :)
    • enableFlowers, enableFungi, enableCacti, enablePumpkins, enableCanes, enableVines, enableLilyPads: individually enable/disable growth types as needed. If enablePlants is set to false, these options will be ignored.
    • waterGrowsMoss: if set to true, any cobblestone touching water will become mossy over time. If moss spreading is also enabled, it will continue to spread from there.
    • grassPercent: percent of the time in which grass should grow
      (see also grazePercent below)
    • plantsPercent: percent of the time in which plants should spread
    • mossPercent: percent of the time in which moss should spread
    • lilyPadPercent: percent of the time in which lilypads should spread
    • vinePercent: percent of the time in which vines should grow
    • tallGrassPercent: percent of the time in which tall grass should spread

    • growForestBiome, growRainforestBiome, growShrublandBiome, growSavannahBiome, growPlainsBiome, growSeasonalForestBiome, growIceDesertBiome, growDesertBiome, growSwamplandBiome, growTaigaBiome, and growTundraBiome: individually enable/disable growth in these biomes as needed.
    • enableGrazers: if set to true, then the mobs (if enabled with the following directives) will eat the grass down by one level.
    • grazePercent: percent of the time in which animals will eat the grass
    • grazingSheep, grazingCows, grazingPigs, grazingChickens: enable/disable the ability for these individual animal types to graze on the grass, accordingly.




    Permissions:
    Show Spoiler

    - 'vegetation.grow' - grants access to the /grow command​
    - 'vegetation.growall' - grants access to the /growall command​
    - 'vegetation.mow' - grants access to the /mow command​
    - 'vegetation.purge' - grants acces to the /purge command​
    - player command biome does not require any player permissions​

    Download:
    Download the Plugin (latest version, JAR) v3.4.6​



    Source is now at Github - most recent releases can be found under the test branch.​

    Previous builds can be found here (and on Github).​

    Changelog:



    Show Spoiler

    Version 3.4.6 09-August-2011
    * fixed Long Grass growing on sand and water upon chunk creation​

    Version 3.4.5 22-July-2011
    * fixed playerlist for nether and skylands​
    * fixed possible memory leak​
    * fixed a lot of NullPointerExceptions​

    Version 3.4.4 20-July-2011
    * vines will now vanish if a tree burns down​
    * tweaked tall grass spread a bit​
    * added option to purge command (wild_flowers will purge all sand flowers and lily pads)​

    Version 3.4.3 10-July-2011
    * fixed vines turning back into sugar cane blocks (hopefully)​
    * vines decay now​

    Version 3.4.2 22-June-2011
    * it should be possible to edit signs again​

    Version 3.4.1 16-June-2011
    * fixed Wild Grass​
    * adjusted spreading of Tall Grass​
    * added more options for purge command (self-explaining)​
    * new algorithm for trample grass!​
    * Wild Grass no longer grows on the same block as Tall Grass​

    Version 3.4 14-June-2011
    * added new purge command which removes vine blocks and resets grass blocks meta data (removes wild grass)​
    * vines will only grow on normal trees​
    * added Tall Grass aka Dead Scrubs, Tall Grass and Green Scrubs​
    * added settings check for the grow command, players now only can grow plants which are also enabled in the settings​
    * plants now only spread within their biome type​
    * enabled wild grass and trample grass again​

    Version 3.3 06-June-2011
    * implemented Operator commands for those who don't have Permissions installed on their server​
    * disabled grass for now, pending investigation​
    * fixed plant growth explosion​
    * added "biome" player command, which will just tell you in which type of biome you currently in​

    Version 3.2.2 20-May-2011 zeff
    * vines will no longer drop sugar canes​
    * player can now mow grass with hoes​
    * trampleGrass changed so that it appears more natural (kicks off with a chance of 40% now)​

    Version 3.2.1 14-May-2011 zeff
    * fixed a nasty bug where plants, especially lilies would sometimes replace a block instead of growing on one​
    * flowers and mushrooms now only grow if the light level is appropriate​
    * fixed a bug with planting flowers on water​
    * red roses no longer spread yellow flowers​

    Version 3.2 12-May-2011 zeff
    * separate setting files for each world
    * lily pads added​
    * sand flowers added​
    * performance improved​

    Version 3.1.2 06-May-2011 zeff
    * Implemented thread-safe playerlist as preparation for multi world support​
    * changed default settings for first plugin run​

    Version 3.1.1 02-May-2011 zeff
    * Cacti no longer spawn directly beside blocks which would unroot them instantly​
    * Sneaking players no longer trample down grass​
    * Minor bug fixes​

    Version 3.1 28-Apr-2011 zeff
    * Animals can once again graze grass​
    * Implemented spreading ratio for flowers/mushrooms/cacti. This will prevent them from covering your whole map as they can only spawn in a specific ratio per area​
    * Vines are growing now once you enable them​
    * "trampleGrass": If enabled, players will trample down grass and create a path​
    * "maxGrassHeight": self-explaining​

    Version 3.0 27-Apr-2011 zeff
    * disabled growall command since it's kind of useless the way it is now​
    * fixed mow player command​
    * disabled vines since they are not working properly and create lag​
    * added new setting option for player commands: maxActivePlayerCommands only allows a set amount of commands to run simultaneously​

    Version 2.31 13-Apr-2011 w5i2
    * Recompiled against latest recommended Craftbukkit build #674.​
    * Fixed another pretty ridiculous bug in the plant growth player-getting subroutine, one which was seriously affecting performance. Should work even more as it was designed to work now. :)

    Version 2.3 09-Apr-2011 w5i2
    * Recompiled against latest recommended Craftbukkit build #670.​
    * Grass grows through snow blocks now. Can't wait until 1.5 comes out!
    * Fixed a pretty ridiculous bug in the plant growth percentage calculations. Should work as it was designed to work now. :)

    Version 2.21 01-Apr-2011 w5i2
    * Recompiled against latest recommended Craftbukkit build #617.​
    * Added the ability to have water cause cobblestone to become mossy. Only if the cobblestone is touching the water, obviously.. And of course, normal moss spreading can take over from there if you have that enabled as well.​


    Version 2.2 30-Mar-2011 w5i2
    * Updated to incorporate new features of Wild Grass 10.1+ -- vines!!
    * Changed growth percentages to doubles, so now fractional percentages may be used in the .ini file.​
    * Added HELL biome to the list of configurable biomes (see above)​
    * added /growvines # command. For example, /growvines 10 will grow ten random vines within growthRange number of blocks.​
    * added /vine # command. If you aim at any lower leaf block on a tree and type /vine 3 it will grow a single vine from that block, three blocks tall.​
    * Recompiled against latest recommended Craftbukkit build #602.​

    Version 2.11 25-Mar-2011 w5i2
    * Fixed the /growgrass # command handling. Try /growgrass 1000 and watch it grow!​

    Version 2.1 24-Mar-2011 w5i2
    * Improved the plant spreading code, now my world has way too many flowers. :) Still not seeing any cacti growth, but I do see evidence of canes spreading.​
    * Grazing animals now will only eat grass that is >3 in height. I will most likely add a grazeHeight setting to the .ini file.​
    * Added /gg, /growfield and /grass commands (see Usage above)​
    * Added optional numeric arguments to the /overgrow and /growgrass commands to temporarily change/set the grassPerGrow value to something higher if needed.​
    * /overgrow now has one plant cycle included per 10 grass cycles (unless growPlants is disabled, of course)​
    * /mow now sets the surrounding grass level to 3 instead of 1 (completely flat). If you prefer the completely flat look, you can use /growfield 1 to achieve the same effect.​
    * Removed the obnoxious "Updating player position.." spam from the debug logging​

    Version 2.0 20-Mar-2011 w5i2
    * Major rewrite of the timer task code. This should greatly help with CPU performance issues.​
    * /overgrow now only grows around the player who typed it, rather than all players. It also now runs 1,000 growGrass() cycles, and notifies you at 25%, 50%, 75%, and completion, since it takes a while to run.​
    * Rewrote the way the timer handles the growth tasks - now it is based on a 100-slot timeslot system, so grass/plant/moss/graze amounts can be specified as percentages.​
    * Removed a few unneeded configuration directives and added some others.​

    Version 1.5 19-Mar-2011 w5i2
    * Had the idea to add animal grazing. This should help keep the grass down. :)

    Version 1.41 18-Mar-2011 w5i2
    * Recompiled against the latest recommended Craftbukkit build #556.​
    * Fixed the cacti/canes growth.​

    Version 1.4 18-Mar-2011 *it is recommended that you update to this version or newer* w5i2
    * Divided the moss, grass, plants, and block manipulation functions into separate Java classes.​
    * Added /growmoss command.​
    * Added mossEnabled and mossPerCycle to the .ini settings.​
    * Rewrote the TimerTask threads to be properly implemented (as classes instead of functions)​
    * Finally got the mossy cobblestone spreading to work​
    * I completely forgot to fix the cacti/canes growth, it will be fixed in the next release :)

    Version 1.31 15-Mar-2011 w5i2
    * Fixed a serious bug in which it would "grow" half-blocks into other types of half-blocks, or rotate stairs and rails. I apologise for any inconvenience this may have caused.​
    * Added the remaining biomes (sans Biome.HELL) to the configuration​
    * Apparently TimerTask asynchronicity is discouraged, so I changed the timer tasks to synchronous.​

    Version 1.3 14-Mar-2011 w5i2
    * Rewrote the looping routines again! They actually work properly now.​

    Version 1.21 10-Mar-2011 w5i2
    * Rewrote the looping routines to be a bit more efficient.​
    * Fixed a couple more mathematical bugs.​
    * Discovered and implemented the nifty Block.getRelative(BlockFace.UP) method.​

    Version 1.2 10-Mar-2011 w5i2
    * Added /overgrow command.​
    * Recompiled against latest recommended Craftbukkit build #531.​

    Version 1.1 10-Mar-2011 w5i2
    * Fixed flawed multi-world checking code. :)
    * Fixed flawed block-checking code.​
    * Added more configuration options.​
    * Added more biomes in which growth may occur.​

    Version 1.0 09-Mar-2011 w5i2
    * Created plugin.​
     
    Teteros, Sphax, kahlilnc and 2 others like this.
  2. Offline

    zeff

    @Krispy
    I realize that the way vines grow is far from being perfect. I only managed to limit them per tree. Small trees should only grow a max of 3 vines while bigger trees naturally grow more.
     
  3. Offline

    weasel5i2

    They introduced biome flowers, so the standard red/yellow flowers are different per biome.. In the Misa texture pack the normal flowers show up (in the tropical biomes) as birds-of-paradise and other tropical flowers. Probably a different blockData range, I haven't looked into it personally. :)

    There's also flowers on sand == mini cacti

    @zeff, I never quite finished the vines code, you probably saw my two different algorithms for either finding a suitable place and creating a new vine, or finding and extending an existing vine.. Never quite finished proper implementation of it though.
     
  4. Offline

    zeff

    Vines are properly implemented and the code is also quite efficient since it differs between big trees, small trees and trees which are too small to grow vines. The only problem left is to restrict the growth so that vines don't grow on ALL trees on the map. The easiest approach would be to determine on which kind of biome the tree is standing on.
     
  5. Offline

    darkmage7241

    Yep, that did it. Somehow re-patching the client mod did the trick for the grass and wildflowers. I just logged into a vastly different world from before. Still no moss or lily pads, but this is a step up. I'll look at permissions again. Thanks to weasel5i2 and zeff for all their efforts and to Krispy for the fix idea.
     
  6. Offline

    seanvanpelt2

    I installed this just for the moss growing on cobblestone but I have mossy cobble stone next to normal cobblestone but it won't spread. I have "enablemoss=true" and I tried having the "mossPercent" at both 5 and 100 and neither have worked. I also tried using "/grow moss" and it just won't grow. What's wrong?
     
  7. Offline

    zeff

    are your cobblestones near water? Moss only grows on stone touching water.
     
  8. Offline

    seanvanpelt2

    Oh really? I thought that's what "waterGrowsMoss" was for. Wish there was a thing for making it grow in air as well.
     
  9. Offline

    zeff

    "growMoss": enables moss to spread from already existing moss blocks
    "waterGrowsMoss": enables moss to grow on cobblestones touching water. no moss block required to spread from
     
  10. Offline

    seanvanpelt2

    Ok so if I have "growMoss" set to true, and I have a wall full of cobblestone and one of them is mossy, then it will spread? If that's the case it's not quite working. Because I build a house with cobblestone and have mossy cobblestone in the corners and it's not spreading.
     
  11. Offline

    zeff

    The stones have to touch water. So unless your wall is flooded with water, nothing will happen^^
     
  12. Offline

    seanvanpelt2

    Can you please make it so it works in the air too? D=
     
  13. Offline

    zeff

    No....why don't you just build a moss farm around a lake and take the blocks from there?
     
  14. Offline

    seanvanpelt2

    Even when I put water on my walls they still won't turn to cobblestone... weird. o.o
     
  15. Offline

    zeff

    Try putting water around a cobblestone which has a block of air or water above it. If that is still not working then it is bugged...I guess I have to reprogram the way moss spreads.
     
  16. Offline

    seanvanpelt2

    It works fine when there is air or water above it. But if anything else is above it then it won't work. =/
     
  17. Offline

    Greylocke

    just a note to say thanks for all the tuning you've done. The performance improvement is amazing!
     
  18. Offline

    Vorna

    Everything seems to work for my SMP now. However, I noticed unlike single player, you cannot place flowers on the water for lilly pads and on sand for mini cacti / brown flowers.

    Is this because the server still acts like "Error, Flowers cannot go on water and sand" ?
    Any way around this or cant be done? I think actually the wild flowers made that possible. I guess wild flowers is what makes it possible for cross block flower interaction permissions.

    Wild grass can be done because it's actually just an illusion. Texture only via client side that does not actually create an id. right?

    So no mini cacti or lilly pads for multiplayer right? Note: The texture pack will still draw the lilly pad when you place the flower in water and the flower will drop. but d.cing and coming back in will make the lilly dissapear. which shows the server is rejecting the placement of the flower on that block source. *But client accepts it, causing the image to draw*
     
  19. Offline

    zeff

    @Vorna

    2011-05-07_13.40.11.jpg

    Already working on it as you can see. You will have to patch your server so that it accepts flowers on water and sand blocks. I'll therefore provide a small patcher you can run on your craftbukkit.jar.

    Lilies on water are bugged for server side use since the client just renders fake ones on the water. Only the one who tried to plant them can actually see them and they disappear on server restart. I guess there will be a user command to plant them until I reach the author of the client mod and ask them to fix it.
     
    weasel5i2 likes this.
  20. Offline

    Vorna

    @zeff

    You are working on a patcher or have a patcher ready for use to patch the bukkit.jar to allow desert placing?
    Or what can I do within the bukkit.jar and ill go fix it and upload it to the server. Sorry, your message was a little vague lol. Not sure how to patch my server to allow it or what file would control it besides bukkit.jar.

    p.s: If you used miras texure pack with that, the grass and cacti look just gorgeous.
     
  21. Offline

    zeff

    I have a patcher "almost" ready. The base code is ready but it's still full of debug messages and there are still a few safeguards I like to add before I distribute it. I also want to add an option to return craftbukkit to it's original state.
     
  22. Offline

    Vorna

    You have my respect if so. Glad to see the community working together to bring this game to a new level.
    Like I always say. "If notch just handed the game over to the community, the world would be a much better place.
     
  23. Offline

    seanvanpelt2

    I was wondering, are you going to make moss grow on cobblestone even if there is a block above it?
     
  24. Offline

    Jdbye

    Hmm... It's not in the settings.ini in the first post, so I thought there wasn't one. Tried the plugin a while ago and there wasn't one back then.
    Also, it seems that the actual grass height depends entirely on the texture pack you're using, as DokuCraft has much lower grass (the highest height isn't even half a block)

    Edit: Error
    Code:
    21:36:01 [SEVERE] Could not pass event PLAYER_LOGIN to Vegetation
    java.lang.NullPointerException
            at net.weasel.Vegetation.VegetationPlayerListener.onPlayerLogin(VegetationPlayerListener.java:66)
            at org.bukkit.plugin.java.JavaPluginLoader$10.execute(JavaPluginLoader.java:260)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:59)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:257)
            at net.minecraft.server.ServerConfigurationManager.a(ServerConfigurationManager.java:152)
            at net.minecraft.server.NetLoginHandler.b(NetLoginHandler.java:82)
            at net.minecraft.server.NetLoginHandler.a(NetLoginHandler.java:33)
            at net.minecraft.server.NetworkListenThread.a(SourceFile:87)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:370)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:285)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:394)
    21:36:01 [INFO] xpmode [/95.10.236.81:24568] logged in with entity id 599
    21:36:01 [INFO] [AutoSave] AutoSaveThread Started: Interval is 300 seconds, Warn Times are 0
    21:36:01 [INFO] /93.102.155.214:54458 lost connection
    21:36:01 [SEVERE] Could not pass event PLAYER_LOGIN to Vegetation
    java.lang.NullPointerException
            at net.weasel.Vegetation.VegetationPlayerListener.onPlayerLogin(VegetationPlayerListener.java:66)
            at org.bukkit.plugin.java.JavaPluginLoader$10.execute(JavaPluginLoader.java:260)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:59)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:257)
            at net.minecraft.server.ServerConfigurationManager.a(ServerConfigurationManager.java:152)
            at net.minecraft.server.NetLoginHandler.b(NetLoginHandler.java:82)
            at net.minecraft.server.NetLoginHandler.a(NetLoginHandler.java:33)
            at net.minecraft.server.NetworkListenThread.a(SourceFile:87)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:370)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:285)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:394)
    21:36:01 [INFO] ron975 [/67.55.41.193:60812] logged in with entity id 1099
    21:36:02 [SEVERE] Could not pass event PLAYER_LOGIN to Vegetation
    java.lang.NullPointerException
            at net.weasel.Vegetation.VegetationPlayerListener.onPlayerLogin(VegetationPlayerListener.java:66)
            at org.bukkit.plugin.java.JavaPluginLoader$10.execute(JavaPluginLoader.java:260)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:59)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:257)
            at net.minecraft.server.ServerConfigurationManager.a(ServerConfigurationManager.java:152)
            at net.minecraft.server.NetLoginHandler.b(NetLoginHandler.java:82)
            at net.minecraft.server.NetLoginHandler.a(NetLoginHandler.java:33)
            at net.minecraft.server.NetworkListenThread.a(SourceFile:87)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:370)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:285)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:394)
    21:36:02 [INFO] cavilhas [/188.80.99.16:1481] logged in with entity id 1631
    21:36:03 [SEVERE] Could not pass event PLAYER_LOGIN to Vegetation
    java.lang.NullPointerException
            at net.weasel.Vegetation.VegetationPlayerListener.onPlayerLogin(VegetationPlayerListener.java:66)
            at org.bukkit.plugin.java.JavaPluginLoader$10.execute(JavaPluginLoader.java:260)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:59)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:257)
            at net.minecraft.server.ServerConfigurationManager.a(ServerConfigurationManager.java:152)
            at net.minecraft.server.NetLoginHandler.b(NetLoginHandler.java:82)
            at net.minecraft.server.NetLoginHandler.a(NetLoginHandler.java:33)
            at net.minecraft.server.NetworkListenThread.a(SourceFile:87)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:370)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:285)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:394)
    Happens on PLAYER_QUIT too:
    Code:
    21:38:50 [SEVERE] Could not pass event PLAYER_QUIT to Vegetation
    java.lang.NullPointerException
            at net.weasel.Vegetation.VegetationPlayerListener.onPlayerQuit(VegetationPlayerListener.java:61)
            at org.bukkit.plugin.java.JavaPluginLoader$2.execute(JavaPluginLoader.java:212)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:59)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:257)
            at net.minecraft.server.ServerConfigurationManager.disconnect(ServerConfigurationManager.java:115)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:576)
            at net.minecraft.server.NetworkManager.a(NetworkManager.java:199)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:74)
            at net.minecraft.server.NetworkListenThread.a(SourceFile:100)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:370)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:285)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:394)
    And grass is not growing.
    I'm going to guess that Vegetation.pList is never initialized since that's the only thing it touches on login and quit.

    Edit: Confirmed by changing the last part of onEnable to output a line to the console - it is never outputted.
    Edit 2: For some reason my lilyPadPercent was set to 0.5 causing the onEnable function to fail with an error, so the plugin wasn't fully initialized. However, that's weird, because the plugin added that there - my config file was from an old version of the plugin which didn't have lilypads.
     
  25. Offline

    P diddy

    I love this plugin, but all that's happening is the grass is growing. Whenever I try to grow vines, or other plants, it just tells me "/grow [type] (tpes: bla bla bla)"

    I think I set the permissions and everything right. I donno, any ideas?
     
  26. Offline

    zeff

    If it tells you how to use the command then you are just not using it correctly.
    /grow [type] (type = flower/mushroom/cactus/sugar_cane/moss). You can't grow vines with that command btw.

    Example: /grow flower
     
  27. Offline

    bk1138

    I can definitely testify to that one! Had 3.1.1 loaded and was replacing a dirt ceiling on a tunnel dug by another player when I hit a spot where water was just above the ceiling. I could swap the dirt for cobble quick enough to prevent flooding, but they would quickly turn to mossy cobblestone. I really like the effect :)
     
  28. Offline

    zeff

    I finished the patcher for the server and I also finished v3.2 which will have multi-world support, meaning you can have different settings for different worlds now. It is also possible, with help of the patcher, to plant flowers on water(!) and sand, enabling other flower types such as lily pads and mini cacti. I am still not sure how stable the whole multi-world thing is since I don't have a server other then my local one for testing. I am also not sure whether I should implement biome-specific settings in this version or just release it and put it into the next version. Personally I think it would be the best to not pack so many huge changes into one release...
     
    weasel5i2 likes this.
  29. Offline

    pagan0ne

    agree'd lets test what you have, and get it sorted first!
     
  30. Offline

    Vorna


    [​IMG]

    Gimmie! :eek:
     
  31. Offline

    weasel5i2

    @zeff, awesome work. You should ultimately suggest these server changes to dinnerbone or one of the bukkit devs, along with a request that they finally implement #!@#$ temperature and humidity into the API.. :)
     

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