Visit
https://coros.us/mods/desirepaths
for a better showcase of the mod
As you walk around, grass blocks are slowly worn down to eventually reveal where all living entities walk most, like players, monsters and animals, villagers, etc. Will slowly regrow over time if not continually walked on.
I recommend turning on "Force threaded chunk rendering" in "Client Settings" in Minecraft Forge Mod Options Config. My mod keeps block updates to a minimum but this setting still helps a lot.
Requires CoroUtil
You may use the mod in any modpack you like.
I loved this mod, and wish I could have it on 1.18!
I appear to have a bug where the grass doesnt regrow. I tried placing down the different stages in creative and they immediately grow up one level and then stop, even with really high tick speed. Is this supposed to happen? is it a conflict with another mod i have maybe?
1.16.3 or above ever? Please
In reply to bravemelvin:
I think the author needs to update CoroUtil first.
Hello! Will you ever consider adding support for other types of grasses from other mods or letting the player configure what types of grasses can be worn down? If necessary, perhaps even adding our own worn textures. Currently this mod will not work when paired with TerrafirmaCraft (I assume because it uses a different grass block) and I think this mod would go hand in hand with the immersion offered by that mod. Thank you if you read this!
What if you disable vanilla grass growing, and make the dirt part of the wearing, so grass won't just pop up on blocks in vanilla way, but "regrow" like your blocks.
A weird suggestion, but is it possible to make grass wear out when trees from Dynamic Trees fall on it?
This mod isnt dead is it? I just had an idea. How cool would it be if grass worked both ways?! It takes time to grow back like when overtime walking on grass turns it into dirt.
Do you have plans to bring it to 1.15?
Hey Corosus, long time no chat...
Is there a way to list an entity so that it takes 10x more traffic from them to wear down the path?
I sometimes use the MineColonies mod, and when you get a large enough town, they destroy the grass in a single Minecraft day before I can set more way-points to route them onto the walkways I made for them.
Currently using Minecraft 1.12.2 btw...
EDIT: Additional Question: Can you add a config option to disable your blocks and automatically convert them back to dirt/grass (Default) to make it easy to remove the mod? When I was using it and I started using MineColonies, and discovered how fast the NPC's destroyed the grass, I tried to disable it and ended up with huge ares with holes all over where the block disappered because the mod was disabled.
This would be useful for people that try the mod then decide they don't like it or something (and didn't make a backup before installing it, or they've been playing for a week and decide to remove it)
Will it work for 1.14.4?
In reply to gomez_96:
It's working for me in 1.14.4
I love how it's gradual on this one, and it doesn't just immediately change the block type but blend in the textures. It's be so dang cool to allow custom erosion, as mentioned before. Or even double pathings, like in the old Footpaths Mod - goes from grass, to dirt, to cobble. (Though admittedly you could just define two sets.)
For inspiration, maybe look at one of my favorite mods, I think is pretty similar in scope/concept: Erosion 2. The configs on this one are super nice.
Breaking certain blocks like ice, gradually removing snow layers, etc. might be a great addition as well.
Fantastic idea for a mod; I will most certainly be using this.
The only suggestion I have is a String array config that allows you to define other block transformations which use the same mechanic (being stepped on over time), possibly including a modifier for the rate of change for each particular transformation, and possibly a boolean for whether it's a bi-directional transformation or not (whether it can "repair" itself).
I'd use it to make additional settings for eg.
granite -> polished granite (at a VERY slow rate, and uni-directional; once it's polished it doesn't get un-polished)
ice -> water (heh heh heh)
I'm sure there are plenty of other interesting possibilities
I haven't thought through what code logic you may be using, so I'm not sure how viable such an option would be, but it would provide a lot of power for users. Not sure how you'd want to handle duplicates (ie. if there were entries for both dirt -> path and dirt -> dust, or entries for both sand -> dust and path -> dust, deciding which one it repairs into...maybe not the best examples but you get the idea)
Might be a cool idea to add in this functionality for tall grass too, and have it grow back after time. Great mod!
There should be an option if that it is dark for too long or a certain light level hasen't been present for too long *lets say the light level before sunrise*, the grass dies
In reply to raptoranimatronic:
In reply to Unsilencedsins:
this mod does more than it says. it also turns gravel to stone, stone to stone bricks. please add configs to control the paths!
So cool! going to be adding this one in :)