Grass (Short)

block survival:tallgrass-short-free · 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
Block class BlockPlant BlockPlant Block/BlockPlant.cs
Behavior CuttableTallGrass BlockBehaviorCuttableTallGrass BlockBehavior/BlockBehaviorCuttableTallGrass.cs

Where to find (natural growth)

Climate conditions a chunk needs for this to grow wild (temperature shaded blue = cold, red = hot). See also the full Crops listing.

Filters
CategoryTemp (°C)RainForest densitySoil fertilityPlacementCrop
grass 12–any 0.2–1
grass -12–0 0.12–1

Drops (2)

Filters
MechanismDropChance / QuantityNotes
blockDrop Dry grass ×1
blockDrop Dry grass ×1

Found in structures (56)

StructureKind
Village area storystructure
underground-common-lowerchance structure
coalmine storystructure
forgottenvillage storystructure
forlornhopedungeon storystructure
sunrift storystructure
thepanopticon storystructure
special-sunrifteperimentsmallruin-sirayne structure
megastructures-oasis-stadrian structure
megastructures-wolfstonecastle-desert-par structure
megastructures-wolfstonecastle-dryclimate-par structure
megastructures-wolfstonecastle-normalclimate-par structure
megastructures-wolfstonecastle-forest-par structure
megastructures-visingsborg-dampus structure
megastructures-houseofusher-virrno structure
megastructures-mountaincastle-ogdred-o10 structure
megastructures-undergroundcastle-ogdred-o8 structure
megastructures-romanbathhouse-virrno structure
megastructures-settlementofkeykeepers-sirayne structure
megastructures-jumblerockcastle-dampus structure
megastructures-normancastle-par structure
megastructures-auldburg-dampusandtiggetagg structure
village-ruins-par village
village-ogdred village
village-forest village
village-femursnapper village
surfaceunderground-tiggetaggcave1-tiggetagg structure
mediumruins structure
largeruins-0101-femursnapper-o7 structure
largeruins-0102-femursnapper-o7 structure
largeruins-0103-femursnapper-o7 structure
largeruins-0201-ifoz-o11 structure
largeruins-0202-ifoz-o11 structure
largeruins-0203-ifoz-o11 structure
largeruins-0603-sirayne-o7 structure
largeruins-0605-sirayne-o7 structure
largeruins-0606-sirayne-o7 structure
largeruins-0607-sirayne-o7 structure
largeruins-0608-sirayne-o7 structure
largeruins-0609-sirayne-o7 structure
largeruins-0610-sirayne-o6 structure
largeruins-0611-sirayne-o6 structure
largeruins-0612-sirayne-o6 structure
largeruins-0614-sirayne-o6 structure
largeruins-0617-sirayne-o4 structure
largeruins-0702-femursnapper-largeruin-o4 structure
largeruins-0803-par-largeruin-whitehillcastleruin-o6 structure
largeruins-0901-rowlyart-largeruin-o4 structure
largeruins-1001-ace-roadsideinn-largeruin-o6 structure
largeruins-largeruins-femur-o3-overgrownruin structure
desertspecifc-o1-stadrian-deserthouse1 structure
desertspecifc-o4-femursnapper-japoasis structure
desertspecifc-femuroasiso6 structure
desertspecifc-lzmalpyramid-o6-1 structure
desertspecifc-mixco-viejo-o6-yapludepatte 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.