Oak log
block
survival:log-placed-oak-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.
| Role | Name in JSON | C# type | Source file |
|---|---|---|---|
| Block class | BlockLog |
BlockLog |
Block/BlockLog.cs |
| Behavior | Pillar |
BlockBehaviorPillar |
BlockBehavior/BehaviorPillar.cs |
| Behavior | MyceliumHost |
BlockBehaviorMyceliumHost |
BlockBehavior/BehaviorMyceliumHost.cs |
| Behavior | WrenchOrientable |
BlockBehaviorWrenchOrientable |
BlockBehavior/BehaviorWrenchOrientable.cs |
Drops (1)
Filters
| Mechanism | Drop | Chance / Quantity | Notes |
|---|---|---|---|
| blockDrop | Oak log | ×1 |
Used in (8)
Filters
| Recipe | Category | Ingredients → output |
|---|---|---|
| Firewood (Item Recipe) | grid | |
| Wooden pan (Item Recipe) | grid | |
| grid recipe | grid | |
| grid recipe | grid | |
| Raw long bowstave (Item Recipe) | grid | |
| Wooden club (Item Recipe) | grid | |
| strongtannin | barrel | |
| weaktannin | barrel |
Dropped by (6)
Filters
| Source | Kind | Mechanism | Chance / Quantity |
|---|---|---|---|
| log-grown-oak-ud | block | blockDrop | ×1 |
| log-grown-oak-ns | block | blockDrop | ×1 |
| log-grown-oak-we | block | blockDrop | ×1 |
| Oak log | block | blockDrop | ×1 |
| Oak log | block | blockDrop | ×1 |
| Oak log | block | blockDrop | ×1 |
Found in structures (11)
| Structure | Kind |
|---|---|
| Trader camps built on large trees | structure |
| forgottenvillage | storystructure |
| sunrift | storystructure |
| megastructures-wolfstonecastle-normalclimate-par | structure |
| megastructures-wolfstonecastle-forest-par | structure |
| megastructures-houseofusher-virrno | structure |
| surfaceunderground-treewithcave-tiggetagg | structure |
| surfaceunderground-tiggetaggcave2-tiggetagg | structure |
| mediumruins | structure |
| largeruins-0405-vil-o7 | structure |
| largeruins-0607-sirayne-o7 | 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.