Aged Hay (Grass)

block survival:hay-aged-ud · from game

Game logic (C#)

The C# classes this block's JSON definition hands its behavior to. Files link to vssurvivalmod on GitHub, pinned to the commit the mapping was made from.

RoleName in JSONC# typeSource file
Behavior Pillar BlockBehaviorPillar BlockBehavior/BehaviorPillar.cs

Drops (1)

Filters
MechanismDropChance / QuantityNotes
blockDrop Aged Hay (Grass)

Dropped by (3)

Filters
SourceKindMechanismChance / Quantity
Aged Hay (Grass) block blockDrop
Aged Hay (Grass) block blockDrop
Aged Hay (Grass) block blockDrop

Found in structures (43)

StructureKind
small structure
medium structure
Large trader outposts structure
Trader camps in very cold climate regions structure
surrfaceruins structure
average-village-main village
average-village-common village
religious-village-main village
agricultural-village-main village
guild-village-main village
average-town-main village
average-town-common village
average-town-uncommon village
military-town-main village
guild-town-main village
agricultural-town-main village
average-city-main village
agricultural-city-main village
guild-city-main village
military-city-main village
religious-city-main village
Resonance Archive storystructure
Treasure Hunter storystructure
Village area storystructure
shoppingcentre storystructure
sunrift storystructure
thepanopticon storystructure
university storystructure
megastructures-wolfstonecastle-dryclimate-par structure
megastructures-mountaincastle-ogdred-o10 structure
megastructures-romanbathhouse-virrno structure
megastructures-giantcathedral-dampus structure
village-vsvillage village
village-ogdred village
village-forest village
village-femursnapper village
mediumruins structure
largeruins-0102-femursnapper-o7 structure
largeruins-0103-femursnapper-o7 structure
largeruins-0407-virrno-o7 structure
largeruins-0901-rowlyart-largeruin-o4 structure
largeruins-1001-ace-roadsideinn-largeruin-o6 structure
desertspecifc-wildwest1-virrno-o4 structure

This confirms the schematic(s) contain this code somewhere, not where or how many times -- the per-instance block-entity decoding used for tapestries isn't run for every content type.