OtherGrowth
OtherGrowth lets you bring your world to life by creating "recipies" that change blocks based on the surrounding blocks - such as "cobble to mossy-cobble near water" (grow mossy-cobble) or "air to leaves near grass" (add a unique feeling to plains) and much much more.
Features
- Modify blocks based on surrounding blocks
- Customisable "tick delay" & console verbosity
- Add other conditions such as:
- world
- (planned) regions
- (planned) biome
- (planned) lightlevel
- Use OtherGrowth to spread wool over desert, add leaves & water in the nether and grow bookshelves on trees - there's a lot of crazy stuff you can do
- OtherGrowth can add a deeper feel to the world with roads that fall apart & castles that become overgrown with leaves and deteriorate (stone->gravel->dirt). Finding an older building that hasn't been maintained is more interesting with cobwebs gathering in corners and many of the blocks possibly infested with silverfish.
Documentation
To be written/expanded as the plugin progresses.
Example Config
"Config.yml"
verbosity: normal run_on_startup: true tick_delay_between_scans: 200 scan_asynchronously: true scan_all_loaded_chunks: true # ignores radius setting (if true) chunk_scan_radius: 6
"recipies.yml"
recipes: #Mossy Cobblestone From water (cobble to mossy adj. water) [slowish] - mossynearwater: # use a dash at front if this allows tags with same spelling - need: COBBLESTONE adjacent: {WATER, STATIONARY_WATER} # { } = or, [ ] = and replacement: MOSSYCOBBLE chance: 6% # equivalent to old “30:500” chance # other conditions as per OtherDrops, as possible (performance permitting) #Mossy Cobblestone spreads (cobble to mossy adj. mossy) [slow] - mossy spreads: - need: COBBLE adjacent: MOSSYCOBBLE replacement: MOSSYCOBBLE chance: 0.5% # equivalent to old “1:200” chance #leaves on Mossy Cobblestone (air to leaves adj. mossy) [slow] - leaves on mossy: - need: AIR adjacent: MOSSYCOBBLE replacement: LEAVES chance: 1% # equivalent to old “1:200” chance #Mossy Cobble grows sponges (water to sponge adj. mossy) [v. slow] - mossy cobble grows on sponges:: - need: {WATER, STATIONERY_WATER} adjacent: SPONGES replacement: MOSSYCOBBLE chance: 0.002% # equivalent to old “1:200” chance
Planned Features
- fine-tune default values (higher delay period - anywhere from 10 seconds to once per hour - vs radius scanned)
- specific a way to add preference for particular growth styles (eg. for stalactites and stalagmites).
- multiple adjacent block conditions (eg. must be surrounded by 3 water & 1 lava)
- expand default example file with "friendly" changes such as mossy cobble near water, spiderwebs in dark houses, lily pads on water, etc
- create example file with more "damaging" (but still slow acting) recipes - eg. cobble turning to monstereggs and/or deteriorating into gravel/dirt, fences falling apart, etc
- create example file for glowstone that slowly regrows in the nether
- create an example "corruption" recipe file
- using netherblocks or mycellium to crawl over the surface of the land slowly
- yes, this does mean players could "seed" the corruption however the corruption could use a unique block or data value to avoid this
- allow random chance of a corrupted "spike", "tree" or other formations (low chance of a particular block to form as a "seed" with higher chance of that growing)
- create a "two-stage" corruption with inner/older blocks having had a chance to mutate into a stronger form of corruption
- using OtherDrops - create chance of unique artifacts when digging up/destroying the corruption
- using OtherDrops - higher chance of hostile/stronger mobs spawning on the corruption
- brainstorm unique ways of making the corruption harder to destroy/more rewarding
Dev Builds
Development builds of this project can be acquired at the provided continuous integration server. These builds have not been approved by the BukkitDev staff. Use them at your own risk.
Thanks
OtherGrowth is a inspired by the original iGrow plugin by TechGuard. Thanks to Valdark and Raspberry for inspiration with recipies for the original iGrow.
@jacob_vejvoda
Odd, any errors in the server. log at startup? Just thinking it might not be reading the config. Can you paste the whole config you are trying to pastebin.com?
I can see the plugin working on the terminal but it never changes any blocks...
@jacob_vejvoda
Yes :-) and yeah, id's should work fine.
If I change it it 100.0 it will be 100% chance?
Also will ids work instead of names?
@jacob_vejvoda
Looks fine, however chance is a percentage so that's only 1% chance.
If I add this the the recipes in theory should it convert webs to air?
websGrowToAir: replacement: AIR target: COBWEB chance: 1.0 world: WORLD needed: AIR
@jacob_vejvoda
Yeah, try verbosity: high first. verbosity: highest can be a bit spammy :-)
So O have verbosity: high?
@jacob_vejvoda
If you set the verbosity setting in the config file to highest you should see a bunch of debug messages in the console each time a cycle starts.
I installed this and nothing seems to be happening, is there a way to check if this plugin is working?
@MattSheridan
Not sure off the top of my head but I should be able to pin down the problem with that error log - thanks. Will look into it.
I'm sorry to report that OtherGrowth doesn't seem to be working out for me. Any idea what I might do to fix this?
http://pastebin.com/BpXR5xyp
Those future plans sound absolutely incredible, by the way.
@WolfyRetroKnight
Glad you're enjoying it. The names of materials can be a little confusing at times. I believe it should be LONG_GRASS that you're looking for.
love this plugin but im having probs with growing tall grass on top of grass blocks
tallgrass:
replacement: TALL_GRASS target: AIR chance: 0.1 world: WORLD needed: GRASS_BLOCK
it makes dead brush spawn and not tall grass any way to fix this
update to 1.5.2 plzz
@ZariusT
Well finished was maybe not the right word, It's mostly the documentation / examples I'm waitings for.
This for example sounded awesome: OtherGrowth can add a deeper feel to the world with roads that fall apart & castles that become overgrown with leaves and deteriorate (stone->gravel->dirt). Finding an older building that hasn't been maintained is more interesting with cobwebs gathering in corners and many of the blocks possibly infested with silverfish.
Could you maybe use this plugin to grow new trees by placing saplings on grass?
@DystopiaRol
Thanks, I'll try and work on a guide soon.
@th3cleaner_mcserver
Pretty close to finished now, any particular feature you're keen on?
Looks like a plugin with very much potential, I'll definitely try this once it "finished".
Great plugin! Waiting for new features and a getting starting guide!