log-grown-birch-ud
block
survival:log-grown-birch-ud
· from game
No display name found in any lang file — showing the raw code.
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.
| Role | Name in JSON | C# type | Source file |
|---|---|---|---|
| Block class | BlockLog |
BlockLog |
Block/BlockLog.cs |
| Behavior | PushEventOnBlockBroken |
BlockBehaviorPushEventOnBlockBroken |
BlockBehavior/BehaviorPushEventOnBlockBroken.cs |
| Behavior | MyceliumHost |
BlockBehaviorMyceliumHost |
BlockBehavior/BehaviorMyceliumHost.cs |
| Behavior | RopeTieable |
BlockBehaviorRopeTieable |
Not in vssurvivalmod (engine, VSEssentials, or a mod DLL) |
Where to find (tree growth)
Climate band this tree species can generate in. See also the full Trees listing.
| Type | Species | Temp (°C) | Rain | Forest density | Soil fertility | Habitat |
|---|---|---|---|---|---|---|
| tree | Birch sapling | 3–16 | 0.37–1 | 0.04–1 | 0.04–0.39 | |
| tree | Birch sapling | 0–12 | 0.25–0.71 | 0.04–0.71 | 0.04–0.39 | |
| tree | riverbirch | 6–22 | 0.71–1 | 0–1 | 0.39–1 | |
| tree | himalayanbirch | 3–12 | 0.37–0.86 | 0–1 | 0.04–0.39 | |
| shrub | dwarfbirch | -15–12 | 0.12–1 | 0–1 | 0–0.71 |
Drops (1)
Filters
| Mechanism | Drop | Chance / Quantity | Notes |
|---|---|---|---|
| blockDrop | Birch log | ×1 |
Found in structures (11)
| Structure | Kind |
|---|---|
| forgottenvillage | storystructure |
| megastructures-wolfstonecastle-normalclimate-par | structure |
| megastructures-wolfstonecastle-forest-par | structure |
| megastructures-houseofusher-virrno | structure |
| megastructures-mountaincastle-ogdred-o10 | structure |
| megastructures-palaceofnestor-nybygget | structure |
| megastructures-auldburg-dampusandtiggetagg | structure |
| village-femursnapper | village |
| mediumruins | structure |
| largeruins-0601-sirayne-o7 | structure |
| largeruins-0901-rowlyart-largeruin-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.