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'Grasses' allows to dye grass blocks, leaves, and plants in dozens of different colors.

Description

This is my first adventure with modding - I didn't know the Minecraft environment or Forge before. I also didn't know Java before. Despite everything, I made every effort to write the mod as best as possible. If it has problems, please be understanding and report - I will make every effort to correct errors as soon as possible. No AI was used!

The mod was created as a response to a personal need that no previous mods had met, which only added similar blocks, or only decorative ones, without functionality. The idea was supposed to simply add functional grass blocks in vanilla colors, but it quickly grew as I learned about modding.

Latest Update Info:

The mod is still available in beta. To see the files, uncheck the "Show Alpha Files" box.

Version 0.3 has been released, but I haven't had much time for full testing. Unfortunately, it was released on the last day I could. Now, I won't be back online until October. If any bugs appear, it have to wait. This applies to both Forge and Neoforge.

Neoforge 1.20.6 is almost ready, but I haven't had time to polish it yet. It will be released in October. After that, I'll start preparing version 1.21.

The current version introduces a new additional drop system, which you can read more about on the wiki:

https://github.com/DanteTooMayCry/Grasses/wiki/Additional-Drop-System

In short, the system allows you to modify the original drops and add your own, without having to manipulate jar files.

Some mod is adding things that are too powerful? Disable the drops entirely and/or re-add them with modified conditions or drop chances.

Is there a drop that's too weak? Add an extra one.

Don't like something? Change it!

 

In Vanilla Minecraft, grasses blocks, leaves, and various plants have a color that changes automatically depending on the biome. The mod breaks this rule and adds blocks that do not take the biome color. So, for example, you can use a jungle grass block in any other biome. At the same time, the block retains all other properties - including, for example, the ability to spread (but does not affect other grass blocks, including the vanilla Grass Block).

  • 'Grasses' currently provides 56 new colors, including an improved Cherry Grove Biome color, most of the mod's features can be configured or disabled in the config file!,
  • provides a Lexicon that describes all of its aspects (Patchouli mod is required for the Lexicon to appear),
  • blocks and slabs of grass that can be dyeing,
  • leaves and plants (including potted ones) that have dyeing (including leaves that have two color variants - a darker and a lighter diamond color),
  • bars block with grass, fern and vine (also dye ones),
  • new station and tools for dyeing and preparing for dyeing - Dye, Dyeing Tool, Automatic Pruner (better shears), Dyeing Station, Dyeing Bonemeal,
  • the ability to apply Silk Touch and Channeling Enchantments on Shears,
  • most blocks have a "Fertile" state, which can be changed to false with shears, which prevents blocks from spreading, being destroyed, and plants from growing. To restore fertility, use bone meal,
  • a grass block and slab that mimic the vanilla grass block, which can be used to replace when another mod affects the vanilla grass block (e.g. Immersive Weathering, which causes plants to spread),
  • blocks and slabs imitating mycelium, podzol and nylium,
  • a slab version of many vanilla blocks (like dirt, sand, ice, magma, soul sand etc),
  • allows you to use vanilla and dyed bone meal on plants and blocks to spread or grow new plants (also on vanilla ones - e.g. vines, cactus, lilipad, mycelium),
  • ability to dye entire tree crowns at once (including vines - by applying Channeling Enchantment to the dyeing tool, you can dye only leaves or only vines),
  • ability to cut the entire crown at once and the entire tree trunk separately (also works for Huge Fungus). Trees with Mod Dynamic Trees will cut according to its own mechanics. It is currently not possible to dye leaves on such trees,
  • potted plants have been given audio and visual effects when interacting with them. The vanilla behavior of removing plants from pots has also been changed, so that a removed plant no longer blocks further removal. You can also directly swap plants in a pot,
  • several new recipes for vanilla items (currently - Ice, Ender Stone, String, Paper, Quartz burn from Diorite, Andesite and Granite),
  • the ability to disable the End Portal by removing the Eye of Ender,
  • ability to create an End Portal Frame - you can extract and move the created frame (you still can't move the one in Stronghold),
  •  extensive achievement tree,
  •  integration with mods: Jade (shows information about colored plants), JEI, and BOP (allows coloring leaves and plants from this mod), more in plans,
  •  an axe with Silk Touch Enchantment will show the amount of logs, leaves and vines on the Tree/Huge Fungus if Jade mod is present,
  •  shader support - plants and leaves will move in the wind,
  •  after starting the game, information about how long it took to start is displayed (especially useful when there are many mods installed),
  •  ability to disable the default behavior of plants such as grass placed on the ground, which have a random offset (they will appear perfectly centered),

    Full showcase:


  • Installation required on Client & Server
  • Pathouli Mod is neccessery to obtain guidebook
  • No known incompatibilities. If any issues do occur, please let me know and I will fix them as soon as possible.

  • Black Particle after fall on Leaves and some Plants.
  • No particles when Bone Meal is used on Top Slabs

Q: Is it safe to add this mod to an already existing world?
A: Yes. There should be no problems.

Q: How can I report bugs/issues/suggestions?
A: I invite you to head over to GitHub and create a topic there. The link can be found at the top of the page.

Q: I don't want some of the things the mod adds, how can I disable them?
A: Most of the things the mod adds or changes can be disabled in great detail in the config file.

Q: Does the mod work with OptiFine?
A: 'Grasses' does not directly support OptiFine and does not recommend using it - it is an outdated mod. It is better to use mods based on Sodium (Embeddium) and Iris (Oculus). Nevertheless, everything should work.

Q: Will 'Grasses' be available on other Mod Loaders?
A: Yes. Future versions of the mod will be available on NeoForge (Forge will only have the current version 1.20.1). If I have time, I will also try to port the mod to Fabric.

Q: When will the new version be available?
A: There's no way to say. It all depends on how much time I can devote to creating. Supporting me will definitely allow me to spend more time on modding and less time on work. The development is an unpaid free-time activity, so any support helps being able to spend more time on it.

Q: Do you have any plans on backporting?
A: Very unlikely. Mayby, 1.19.2 in future. But first I want migrate to neoforge and update for all +1.20.1.

Q: How can I support?
A: You can support me on Patreon, BuyCoffe (links are on the top of this page) or just spreading the word around. Any support is greatly appreciated

Q: Can I add a mod to a modpack?
A: Of course, just credit me and with a reference to this page.

Q: Can I make Videos/Screenshoots?
A: Again of course. In fact, I encourage you to do so. Create videos or take screenshots and post them anywhere you want. I just ask that you note what the mod is and let people know where to get it.

Q: I can translate the mod to my language. How can I do that?
A: Go to my github. Download the en-us.json file and edit it. Next just make topic on issue tracker with translation label.