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World generator not generating Tall Grass


Question

Posted

Title: World generator not generating Tall Grass

Version: 3.1.1

OS: Linux

Java Version: 7

Description of Problem:

Newly explored areas on my map is not generating tall grass. Old areas that had grass already are still there. I can bone meal grass areas and it will generate tall grass and flowers. Yellow flowers are visible, not sure about roses or not. I haven't seen any but that doesn't mean they're not being generated. I cannot bonemeal snowy areas and get grass to appear through snow (not sure if it's supposed to or not).

I was informed a newly generated world also does not generate any tall grass anywhere but I have not personally tested this.

Error Messages:

N/A

Error Log:


No errors in console

12 answers to this question

Recommended Posts

  • 0
Posted

+1 happens on my server too, no idea how to fix this but using bonemeal to grow tallgrass / trees works...

Newly generated worlds dont initially have any tall grass at all.

  • 0
Posted

I'm not so sure on which forum to post an error report on their site, its gotta be something with tekkit.jar itself so im guessing it's a modified bukkit.jar ? I'd rather have some Tekkit guys look into that, especially as we cant be the only ones affected by that bug.

  • 0
Posted

tekkit.jar is a renamed version of the craftbukkit.jar from the MCPortalCentral repository which is a modified version of the craftbukkit.jar that bukkit wrote to accept mods for vanilla MC. Once tekkit gets their hands on the code it's already been modified 2 times by other people. Hence why I say "tekkit just stole it from them." They have no clue how to fix the code because they didn't write it or modify it. They merely packaged it up into one neat package and made their launcher to execute the bat file to run minecraft.exe after the launcher copies the proper files and such to the proper directories. "Tekkit" is not the original authors which still escapes me why they even have this forum at all. The folks over at MCPortalCentral don't exactly like the Tekkit people because they take claim to writing this code when they haven't written a lick of code outside the launcher and what is included in the mod package. We post here and they can only really keep people who have minor client side issues from posting on the MCPortalCentral Site because if people posted there for tekkit issues, they'd probably get yelled at.

All that tekkit is, is a group of mods that these guys picked out of the MCPortalCentral site that worked together and enhance the gameplay. They occationally update the software to the users automatically for them as well when they think it's a good time. They just didn't pick a good time at this time IMO after loading it on my server, but the majority of the problems are minor ones so I didn't bother rolling back. Outside that, the tekkit code isn't "tekkit's" code. Why do you think forestry was removed? They were pissed that tekkit is doing what they're doing and blocked them from being able to do it without their permission. Course nevermind the fact that the person who was pissed was also stealing code from forestry mod without HIS permission either...lol. Why do you think issues like this one go unanswered for so long? Where's the staff? There are no staff for legit problems with the server code because they can't fix it. They just go back to the MCPortalCentral Guys and say "hey, did you know that your code isn't creating tall grass in your latest release" And they say 'Go f**k yourself theif'. Well maybe it doesn't go exactly like that but you get the idea...

Its all supposed to be public domain software so MCPortalCentral can't tell tekkit to not do what they're doing, but when we need support we can't get it because of what tekkit people are doing to make it easier on all of us. I don't personally understand why they have such issue with it, but I was in IRC with the mod authors at MCPortalCentral for computer craft and IC2 and they didn't have many nice things to say about tekkit and what they're doing here. I think the main problem is they're not getting proper credit for their work. Which from what I can tell they aren't. The only credit that's being given is back to the original mod authors who don't even support bukkit let alone MCPortalCentral's port of their code, let alone tekkit's use of the MCPortal's Ported code...It's basically a mess.

Point being I don't think we'll get much help here since this is a problem with the MCPortalCentral's Code for craftbukkit and they know about it now so we will probably have to wait till 3.1.2 tekkit to come out to get it updated. Could be a server push and no client side files required (lets all hope).

  • 0
Posted

wow, thanks for the enlightenment, didnt think of Tekkit this way so... interesting ;) Figure: i went lenghts asking for permission to post a 16x texture pack... Ah well i hope the problem gets fixed eventually. My server runs okay even without generated tall grass so im okay for now. Keep it up !

  • 0
Posted

the word is on the MCPC site - release 176 for craftbukkit.jar has this issue resolved. Tekkit uses 162. If I can get some links from them I'll post it here. I don't know if it will bork any other mods tho so it will be use at your own risk.

  • 0
Posted

Don't bother. 176 build is also bugged. We did about 3 hours of testing with it last night and I finally convinced the MCPC guys it was a problem with their build. CPW is working on it now. If I find a solution I'll post it here. For now either stick with 3.04 or deal with new areas not spawning grass...:\

  • 0
Posted

Thanks for heeping on it ;) i did a quick compare of the contents of the file you posted and the tekkit.jar included with v3.1.2 just to find that of course a couple of files are different but im also kinda afraid to replace tekkit.jar as in the wiki it said it had built-in support for the transporter plugin.

  • 0
Posted

tekkit 3.1.2 updated a few things with multiworld support which was desperately needed, why they didn't bother to wait for the grass fix is beyond me since the world bug has been in there since 3.0.4. I don't understand why they bothered to do an update on that. But yeah it had been a while between 3.1.1 and 3.0.4 and it really needed it. Fact is that the grass bug is in 3.1.2 and 3.1.1 so it really doesn't matter if you want to bother to udpate it, you'll probably have to wait till 1.3 ports are done before they'll bother to fix the grass issue now because they're all focused on getting everything moved over to 1.3 minecraft and not so much on this. Hopefully they'll make the fix WHILE they're doing the 1.3 ports but I wouldn't count on it. People are too impatient to get 1.3 tripwires and other junk instead of playing on vanilla servers.

Either way, update to 3.1.2 or don't, it doesn't fix the problem posted here anyway. The file I sent up was essentially the 3.1.2 release (as far as the tekkit.jar is concerned) along with a few updates for IC2 and a couple other mods that needed no updating anyway on the client side. It was more of a server update than anything. Either way now i gotta go tell my users to NOT to upgrade to 3.1.2 before they get even MORE confused...ugh. I'm prolly just going to shut down my server until the 1.3 ports are out and stable anyway...People just don't understand how to not press the update now button...and when I do go ahead and make an update well then tekkit doesn't send it to the users so i'm damned if I do, or I'm damned if I don't....:\

  • 0
Posted

im running my server on tekkit 3.1.2 and its looking quite okay so far. added forestry to the mods and quickbench / worldguard / worldedit to the plugins. One can make tall grass by using bonemeal so thats okay. We'll see when the 1.3 compatible release goes online if they fixed that.

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