Mods / Wildgrass
Author: crupette
Side: Both
Created: Oct 25th 2024 at 7:27 PM
Last modified: Dec 23rd 2025 at 2:57 AM
Downloads: 11772
Follow Unfollow 304
Recommended download (for Vintage Story 1.21.0-pre.1 - 1.21.6):
wildgrass_1.3.8.zip
1-click install
Biomes 2.0 IS REQUIRED
Currently implemented species of wildgrass:
| Name | Species | Biome | Details |
| Switchgrass | Panicum virgatum |
Atlantic Nearctic Pacific Nearctic |
Native to open meadows. good source of dry grass, slows players and animals trying to walk through it |
| Common Rush | Juncus effusus |
Atlantic Neararctic Atlantic Palearctic Eastern Palearctic Atlantic Afrotropic |
Uncommon, appears near water, beautiful yellow flowers. |
| Bushgrass | Calamagrostis epigejos |
Atlantic Palearctic Central Palearctic Eastern Palearctic Eastern Afrotropic |
Found everywhere, decent source of drygrass. Sends flowering shoots into the air. |
| Perennial Ryegrass | Lolium perenne |
Atlantic Palearctic Central Palearctic |
Short dense grass found everywhere. Common yard-grass in temperate climates. |
| Bluegrass | Poa Pratensis |
Atlantic Nearctic Pacific Nearctic Atlantic Palearctic Central Palearctic Eastern Palearctic |
Widespread in temperate climates. Sprouts purple flowers when in bloom |
| Meadow Fescue | Lolium pratense |
Atlantic Palearctic Central Palearctic Eastern Palearctic |
Temperate tussockgrass found mainly in wet meadows and pastures. Blooms vibrant purple flowers. |
| Buttongrass | Gymnoschoenus sphaerocephalus |
Australasian |
A widespread australian sedge. Leaves tall culms with black flowerheads while in bloom.
|
| Bermudagrass | Cynodon dactylon |
Atlantic Palearctic Central Palearctic Atlantic Afrotropic Eastern Afrotropic Australasian Oceania Pacific Palearctic |
Short grass that forms mats on the surface of soil. Quick to spread to all available spaces. |
| Buffalograss | Bouteloua_dactyloides |
Atlantic Nearctic Atlantic Palearctic |
Short prarie grass native to North America. Important for grazing ecosystems. |
Located in VintagestoryData/ModConfig/wildgrass.json
- GenerateDensity (default 1.0) : The percent chance that wild grass is placed in worldgen.
- GenerateDensityPerSpecies (table): Species-specific generation chances. Set any to zero to disable the species in new chunks.
- SeedMultiplier (default 1.0) : The multiplier applied to seed drops for all wild grasses (Set to 0 to disable seeds)
Special thanks for translations:
- Laerinok - French translations
- _epic_fish_ - Ukranian translations
If you have any suggestions for different species of wild grass, let me know.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.3.8 | wildgrass | 1480 | Dec 23rd 2025 at 2:57 AM | wildgrass_1.3.8.zip | 1-click install | ||
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Fix warning when not loaded with Biomes | |||||||
| 1.3.7 | wildgrass | 402 | Dec 10th 2025 at 10:10 PM | wildgrass_1.3.7.zip | 1-click install | ||
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Now using the new and official Biomes API for compatibility!!! | |||||||
| 1.3.6 | wildgrass | 82 | Dec 9th 2025 at 11:29 PM | wildgrass_1.3.6.zip | 1-click install | ||
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Update biomes compat (AGAIN) | |||||||
| 1.3.5 | wildgrass | 189 | Dec 6th 2025 at 1:14 AM | wildgrass_1.3.5.zip | 1-click install | ||
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Fix Biomes compatibility for Biomes 2.0 | |||||||
| 1.3.4 | wildgrass | 1357 | Aug 18th 2025 at 1:10 PM | wildgrass_1.3.4.zip | 1-click install | ||
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Recompiled for .net8 Fix biomes compatibility patches | |||||||
| 1.3.3 | wildgrass | 1052 | May 27th 2025 at 4:03 AM | wildgrass_1.3.3.zip | 1-click install | ||
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Feature: Add config options for changing generation density for specific species. Fix: Some grasses were unable to get snow layers Fix: Remove LOD optimizations for now | |||||||
| 1.3.2 | wildgrass | 661 | May 16th 2025 at 12:19 PM | wildgrass_1.3.2.zip | 1-click install | ||
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Fix: Wildgrass not generating with Art of Growing installed | |||||||
| 1.3.1 | wildgrass | 604 | Apr 29th 2025 at 11:31 AM | wildgrass_1.3.1.zip | 1-click install | ||
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Feature: Add potted shapes for bermudagrass and buffalograss. Tweak: Add season specifier for growth parameters for wildgrasses. Plants now bloom in their proper months! Tweak: More adjustments to bioregions and spawn parameters. | |||||||
| 1.3.0 | wildgrass | 381 | Apr 22nd 2025 at 10:37 PM | wildgrass_1.3.0.zip | 1-click install | ||
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Feature: Bermuda grass (Cynodon dactylon)
Feature: Buffalo grass (Bouteloua dactyloides)
Tweak: Adjusted spawn conditions for grasses. Patches with monocultures should be more common but smaller. Fix: Changed spawn conditions for existing grasses with wrong bioregions or weather tolerances.
Updated fr.json to 1.3.0 (Thanks Laerinok) | |||||||
| 1.2.3 | wildgrass | 516 | Apr 20th 2025 at 12:34 AM | wildgrass_1.2.3.zip | 1-click install | ||
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Fix: Playing without Biomes filling the logs with errors. | |||||||
| 1.2.2 | wildgrass | 174 | Apr 18th 2025 at 8:34 PM | wildgrass_1.2.2.zip | 1-click install | ||
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Feature: Add config option for seed drop rate multiplier. Feature: Update French translations (Thanks Laerinok) | |||||||
| 1.2.1 | wildgrass | 169 | Apr 17th 2025 at 6:31 PM | wildgrass_1.2.1.zip | 1-click install | ||
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We're so back! Fix: GenerateDensity config option was flipped (whoops!) Tweak: Vanilla grass now generates. Modded grasses overwrite vanilla grass instead of disabling the default grass. Feature: Add support for Biomes regions. (Thanks Laerinok)
UPDATE: I had to change my build system, so I missed a bug with Biomes compat. Please re-install! | |||||||
| 1.1.3 | wildgrass | 3266 | Dec 1st 2024 at 3:28 PM | wildgrass_1.1.3.zip | 1-click install | ||
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Changes
| |||||||
| 1.1.2 | wildgrass | 467 | Nov 4th 2024 at 1:15 PM | wildgrass_1.1.2.zip | 1-click install | ||
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Tweaks Reduce grass spawns in forested areas Fixes Update farmland patches for new grass types | |||||||
| 1.1.1 | wildgrass | 261 | Nov 2nd 2024 at 7:03 PM | wildgrass_1.1.1.zip | 1-click install | ||
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Features: Allow seeds of each wild grass to be planted in a planter Tweaks Change buttongrass flowers texture | |||||||
| 1.1.0 | wildgrass | 228 | Nov 2nd 2024 at 4:00 PM | wildgrass_1.1.0.zip | 1-click install | ||
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Features: Replaced vanilla grass generation with blobs of the same species
Tweaks: Changed bushgrass textures to better match the species. New species: Meadow fescue (Lolium pratense)
Buttongrass (Gymnoschoenus sphaerocephalus)
Fixes: Land animals that spawn in vanilla tallgrass should now spawn in wildgrass grasses. Removed walkspeed penalties for many species of grasses. (Switchgrass still slows you down) | |||||||
| 1.0.0 | wildgrass | 410 | Oct 25th 2024 at 7:44 PM | wildgrass_1.0.0.zip | 1-click install | ||
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Initial release - five species of wild grass Switchgrass (Panicum virgatum)
Common Rush (Juncus effusus)
Bushgrass (Calamagrostis epigejos)
Perennial Ryegrass (Lolium perenne)
Bluegrass (Poa pratensis)
| |||||||
Is there a way to prevent grass from respawning after being cut? Trying to create a nice orchard but the two-block-high grasses keep ruining the view.
How about grasses turn short in winter?
Are there any known issues with plants appearing black? Noticing this came up again. I had sent you a message on Discord but got no response And a lot of the plants being affected are from this mod.
yo dawg I herd you liek grass...

Seriously, I hope you like grass if you install this mod. It absolutely STUFFED my meadows with so much grass you can hardly even see where you're going. Literally like 9 out of 10 blocks have a thick, tall bush of some species or other of grass on them. Thankfully mostly only 1 block tall, but still--the density settings (or perhaps the propagation settings instead) are a little absurd here:
I still like it, don't get me wrong. It's just maybe a bit much.
Side note, a small compatibility patch for if Art of Growing is detected would be nice--I edited my own version of the mod to be compatible and make all grasses drop "artofgrowing:grass" instead of "game:drygrass" but it's gonna reset if I ever have to update.
Camsa Flashtoo Biomes 2.0.0 is required. That version implements an API that I use to implement compatibility.
I'll add that info to the description and dependencies.
crupette I'm having the same error messages and absent config file as Camsa, also using Biomes 1.21.0 and Wildgrass 1.3.8, and I'm having the following issues:
The weirdest part is that my husband is also playing Vintage Story with an identical mod list to me (by which I mean I copied his whole mods folder, it is IDENTICAL) and he doesn't have this trouble, only experiencing the "Wildgrass could not be started" message that Mertz and Firetail are getting, which doesn't seem to come with any actual problems... however he has no config file either. Neither of us can figure out what's going on here. The only difference between his setup and mine is that I'm on Win11 and he's on Linux Mint.
This mod has changed my world and how I play it at a fundamental level, I have to stay alert in the long grasses in the event that I get jumped by a predator. All it needs is a compatibility patch with Conquest Stone Age Expansion, because I'm getting dry grass when the mod intends me to get fresh grass that dries. Once there are more grass species, perhaps a compatibility mod for Biomes.
Mod just decided to stop working for me today. Didnt update any mods or change any config files. Ive been playing this world for a couple weeks now. Seems to be some kind of issue with the biomes mod?
Mertz +1 on that issue. when booting up my save itll say it failed to load it but it loads just fine. When i disable the mod and load the save again all i can see is question mark blocks showing that the mod is indeed working just fine. Not sure what to do about this or just ignore?
The variety of grasses is a sight for sore eyes!
There is just a small problem, when the soil under the grass falls away all Wildgrass grasses don't break.
I've been playing with Biomes and while the log says Wildgrass could not be started, the grasses spawn just fine
I got no config file, grass gets removed when cut (instead of reverting to cut growth stage) and no seeds drop.
I use Biomes 1.21.0 (current non testing) and wildgrass 1.3.8 (current).
There are some relevant errors:
Crash Report
So cool to see this mod, I worked at a native seed company in the midwest and I love to see these natives in game!
Loving this mod! Two small issues I'm having:
When starting the mod, I get this message on the loading screen and in the logs:
17.1.2026 21:40:19 [Error] Failed to run mod phase Start for mod Wildgrass.WildgrassCore
17.1.2026 21:40:45 [Error] Item with code wildgrass:seeds-switchgrass has defined an item class wildgrass.ItemGrassSeeds, but no such class registered. Will ignore.
It then repeats the above item class error for what looks like every seed and grass item in the mod. However, when I load into the world, the grass seems to generate as it should so I can't tell if this error actually means anything. I haven't tried to get seeds but I can cut the grass like normal. I have biomes mod installed and several other mods that add plants but this is the only one that does grass specifically. So yeah not sure what this error means or if it affects the game at all but it happens every time.
Other issue is that the grass doesn't disappear when I break a dirt block underneath like vanilla grass does. So I have floating grass unless I cut it before/after digging up some terrain. Is this supposed to happen?
Edit: The grass not disappearing also happens with landslides - I have soil instability turned on so I now have this one rock face with floating grass all over it lol
Very nice mod! Suggestion: Esparto grass, Macrochloa tenacissima. A nice, big grass for dry regions and gravel wastes that can be used as a source of fiber
A suggestion for a (largely aesthetic) grass type; Muhly Grass. It's a large bunchgrass known for its large, red inflorecenses, plus the local native americans used it as a major source of basket weaving material.
TheSmallOne
Laerinok
Thanks for catching that for me. I didn't notice it on my end for some reason.
I'm still kinda noobish at C# and thought that libraries were referenced as needed for some reason.
I'll have it fixed in the next release in a moment
TheSmallOne
You're right. The error happens because the mod is trying to load a compatibility patch for the 'Biomes' mod, which you (and I) don't have installed. The game just fails to load that specific compatibility part and moves on. It won't corrupt your save or crash your game, so you can safely ignore the log error for now!"
It may be long to load, but it doesn't crash.
crupette
The game throws a FileNotFoundException because it tries to instantiate the WildgrassBiomesCompat class, which references the missing Biomes assembly.
It doesn't seem to break the game, but it does clutter the error logs for players without the Biomes mod. Perhaps you could wrap that system's initialization or check if the 'Biomes' mod is loaded before the class is instantiated?
Thank you again. I really love the atmosphere this mod brings to exploration. I can't play without it anymore.
crupette, it seems when loading this mod without the biomes mod, some exceptions get thrown.
I'm not so mod savy so I dont know if its something on my end.
15.12.2025 17:37:07 [Error] [wildgrass] Exception thrown when trying to create an instance of ModSystem Wildgrass.WildgrassBiomesCompat:
15.12.2025 17:37:07 [Error] [wildgrass] Exception: Exception has been thrown by the target of an invocation.
---> System.IO.FileNotFoundException: Could not load file or assembly 'Biomes, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. The system cannot find the file specified.
File name: 'Biomes, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'
at Wildgrass.WildgrassBiomesCompat..ctor()
at System.RuntimeType.CreateInstanceDefaultCtor(Boolean publicOnly, Boolean wrapExceptions)
--- End of inner exception stack trace ---
at System.RuntimeType.CreateInstanceDefaultCtor(Boolean publicOnly, Boolean wrapExceptions)
at Vintagestory.Common.ModContainer.InstantiateModSystems(EnumAppSide side) in VintagestoryLib\Common\API\ModContainer.cs:line 603
Update your comment: "For 1.20 ONLY" ;)
yippee!
crupette
ONE MORE TIME!!!
This time I actually made an API edition. I mostly left things public as a means of making harmony patching less of a pain, most of the things you're touching aren't really suitable for general usage and the intended way of using the mod was to define config assets. The way you're using it is a legitimate usage though so I wanted to give you something more reliable and predictable. Looking now I actually can see that you're not using the vanilla blockpatch system you're placing the grass by hand, which doesn't have an explicit exposed handle in the API. I'll add that real quick and cut another release.
https://github.com/spooq/biomes/tree/master/Biomes/src/Api
Sorry for the trouble, but *this* shouldn't have breakings change any time soon. I legitimately had no idea that people were actually using biomes like this.
Feel free to yell at me for any more functionality you'd want.
EDIT: Alright, more API functionality is now available.
crupette i had posted it to the biomes mod also and he said this
issue is that Wildgrass is directly using a bunch of internal interfaces I didn't expect people to actually use so I've been changing completely willy-nilly. Made me realize there isn't actually any kind of stable API and I'm now working on one.
Thanks for update. :D
I wish the API would stop changing. fixed in 1.3.6
crupette
looks lkike the bioms update from today fully breaks each other preventing any other things from spawning
Rikaiu The latest version of biomes doesn't throw an error with this mod. (Not sure if the grass spawns though since the author has ot make it compatible.)
Wow, these look lovely!
<3
i keep getting an error when generating a new world with this mod and biomes, on 1.21.5
I really want to like this mod, but there's so much tall grass everywhere that I can hardly see where I'm walking!
I'm on 1.21.0-rc4 and I'm getting an error that I think is causing the game to hang occasionally:
13.8.2025 23:29:25 [Warning] Exception thrown when trying to tick a chunk.
13.8.2025 23:29:25 [Warning] Exception: Could not load file or assembly 'biomes, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. The system cannot find the file specified.
at Wildgrass.WildgrassBiomesCompat.WildgrassCanBeInBiome(ICoreAPI api, BlockPos pos, WildgrassSpecies species)
at Wildgrass.GenWildgrass.SpeciesForPos(BlockPos pos, Single rainRel, Single tempRel, Single forestRel) in /home/jon/prg/vintagestory/wildgrass/wildgrass/src/System/GenBlockLayer/GenWildgrass.cs:line 158
at Wildgrass.BlockSoilPatches.getTallGrassBlock_Prefix(BlockSoil __instance, Block& __result, IWorldAccessor world, BlockPos abovePos, Random offthreadRandom) in /home/jon/prg/vintagestory/wildgrass/wildgrass/src/Patches/BlockSoilPatches.cs:line 42
at Vintagestory.GameContent.BlockSoil.getTallGrassBlock_Patch1(BlockSoil this, IWorldAccessor world, BlockPos abovePos, Random offthreadRandom)
at Vintagestory.GameContent.BlockSoil.ShouldReceiveServerGameTicks(IWorldAccessor world, BlockPos pos, Random offThreadRandom, Object& extra) in VSSurvivalMod\Block\BlockSoil.cs:line 149
at Vintagestory.Server.ServerSystemBlockSimulation.tickChunk(Int64 index3d, ServerChunk chunk) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 1069
at Vintagestory.Server.ServerSystemBlockSimulation.OnSeparateThreadTick() in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 1050
Would it be possible to adjust the tall grass max height?
EDIT: actually, nvm, this is an issue on Biomes-side I think
I'm having an issue with Biomes compatibility on 1.20.11.
DecaByte There is never a safe way to remove a content mod ever. As for compatibility with the trail mod, I'll look into it
crupette I use Natural Trail Mod - CUPdated & when player steps on a block it removes grass, but it's not doing that with your grass mod. I tried to remove the mod but noticed the '?' blocks. Can you make this work with the trails mod? If not, is there a safe way of removing wildgrass mod?
crupette Here is the full translation into two languages Russian and Ukrainian link
Such a good mod, VS is a beautiful game but the variety this adds gives it a so much more
Xozkov Please look at the modconfig
Can I disable seed drops by deleting itemtypes/seed and item/seeds or is there a config?
KeKc
Updating Wildgrass to the most recent update (1.3.2) seems to have fixed that for me
For some reason whenever I have art of growing enabled even with the compatibility patch the wildgrass grass doesn't spawn at all. Does this happen to anyone else?
crupette Weird, thank you! Maybe I'm misunderstanding how vanilla grass spreads, then! Or I'm imagining it / getting confused because both kinds of grass will grow on fallow farmland. Thank you!!
metasynthie The wildgrass spreads just like vanilla grass. I have no code that makes it spread like you're describing. It sounds like you have a ghost xd
CinoHusky if you just want the wildgrass grasses to drop "fresh grass" like Art of Growing's version of vanilla grass, this mod works: Art of WildGrass - Vintage Story Mod DB
I am wondering how Wildgrass spreading works. It's not hard to get vanilla grass to stop spreading (in fact maybe too easy) but wildgrass keeps coming back. Does it spread a certain distance, like only to neighboring squares? Or further away? (Like, can you stop it with just one cobblestone path? I guess I should just try making a border to keep it out of the garden)
crupette What are your thoughts on compatibility with Art of Growing?
I have 1.3.1. I do have the villages mod and my base is in a village. I don't have any reason to suspect the two mods would conflict (and I do get the error well outside the village as well), but it could be a matter of how many objects are present in an area. Someone with a large base full of stuff might have the same issue. So it might be there's a bit too much grass for the area to handle. (It was really obvious how much grass there was in my area when I turned the mod off and looked at all the white question mark boxes.) This would also explain why I get the error away from the village sometimes as well, as some places in the world just have more stuff.
I think I will try denuding the area inside the village and see if the reduced grass count helps.
I do like the grasses, though. I'm in an arctic world and there are almost never any flowers. The blooming grasses provide nice color.
LadyEdain I'm unable to reproduce the kind of performance issues you've got. What version of the mod are you using? If it's a version before 1.2.3 that may be your issue
Amazing models, much more lush than vanilla. Slim chance but If possible please add support for the Natural Trails mod (The grass from this mod doesn't get trampled), though I'm guessing it's not anything on your end. The trails mod dev is probably the one who needs to add compatibility but sadly he's missing.
I have no idea why, but somehow this mod is interfering with my ability to pick up drops. It's a weird error because it's not consistent, but it is getting more and more frequent over time. Sometimes I can pick drops up normally, sometimes I will pick them up but the image of the item stays there for a while, and sometimes (now frequently) I can't pick up any drops at all. Leaving the world and coming back in sometimes helps for a bit. Shutting the game down completely and then coming back in sometimes help when the previous option doesn't. But sometimes neither helps at all.
I tried a test world where I turned off just this mod and another one that generates flora. I had no problems breaking boulders and auto-picking them up. I tried my normal world with just this mod off and had no problem picking up broken boulder bits. But, as soon as I turned this mod back on and went back into my normal world, I stopped picking up broken boulders, cut grass, harvested crops, etc.
It's almost like a lag error (because the error will happen, then it will randomly stop happening, then happen again after a while), except it's a singleplayer world and I have a fairly high-end computer that shows no other signs of a laggy game. I am playing in an area that's a large gravel field, so there's lots and lots of this grass. Also, I have been planting more of it as seeds drop, so that may explain why the issue is getting worse as the population of grass in my home base area increases (although I can still get the error away from my base, but it does seem a bit more frequent there).
I am playing 1.20.10. I had the error on 1.20.9, but it does seem to be a lot worse since I updated. (I really need the update because it patches the daytime drifter spawning problem, which is a big deal.)
I don't know the first thing about mods, so I don't know how your mod decides where grass will be and how it grows, but I know another mod I had (which provides nature sounds) suddenly started lagging the game whenever you went swimming in the water. For whatever reason in the code, when you went into the water it started looking for conditions in which to spawn the appropriate noises, but it was checking like every nanosecond and that rapid and constant background scanning was lagging the game. So maybe the grass is trying to update itself too often and it's causing lag that manifests as not picking up drops?
crumps The official wiki is a great place to start. I personally started by looking at the modding pages and the official source code on github.
I cannot stress enough how this, biomes, rivers, wildcraft, and the flora/fauna of the stone age have completely and radically changed my worlds so insanely much for the better. The diversity of grass in combination with these other mods makes the world truly feel like a living breathing world. Thank you for these additions!!
I have a question: do you have any suggestions on learning how to make mods like this? I have an idea for a "smokers delight" mod pack that would have cannabis indica, sativa, and rustica, as well as tobacco and variations of it to the game. With the ability to roll them up and smoke them with various buff/debuffs.
Loving this mod, but I find when I try to use the diamond scythe from Flexible Tools it doesn't recognise the grasses as grass? Vanilla scythes work just fine, but not that one??
Absolutely love this mod. Thank you for all of the details here!
crupette
Thank you for using some of my ideas for new grass species. Here are some more you might like ...
- Teff (Eragrostis tef) - Can be made into flour and bread.
- Weeping Lovegrass (Eragrostis curvula)
- Red Oat Grass / Kanagroo Grass (Themeda triandra)
- Razor Grass (Gahnia grandis) - Damages you if you walk over it.
Thanks!
crupette
Hello,
I've updated the fr.json file (this link or PR on GitHub)
I appreciate that you are including seeds so you can manually spread the grasses you like to your garden/base!
Love the new grasses! This seems to stop grass spawning when dirt blocks become grassy, though.
Tentharchitect Thanks for catching that. Looks like I'll have to do more research for the spawn conditions 🙂
Love to see grasses being expanded upon! It really changes up the landscapes!
Though the Biome distributions seem incorrect from a quick google, a number of grasses are missing parts of their native range or placed in areas they have only been useds as landscape grass in modern times. Is it possible to get them switched to their pre-Columbian native ranges?
How about pampas grass?
Thank you for the very nice grass mod, crupette.
I have a suggestion for adding Arctic Cottongrass, or any of the Eriophorum species.
It grows little white puffy cotton balls that would look splendid in colder regions.
Thanks again!
Thank you!
Billiam No, Biomes is not required. Thanks for catching that bug. I'll release a patch to fix it momentarily
Is the Biomes mod required? I'm seeing my logs fill up with this without it, using 1.2.2:
19.4.2025 17:59:29 [Error] Exception: Could not load file or assembly 'biomes, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. The system cannot find the file specified.
at Wildgrass.WildgrassBiomesCompat.WildgrassCanBeInBiome(ICoreAPI api, BlockPos pos, WildgrassSpecies species)
DarkThoughts Biomes compatibility was improved on my side by adding code to only allow the landscape-spanning grasses to generate in their bioregions.
Welcome back. Sounds like some good fixes & changes, but isn't Wildgrass already listed as compatible for Biomes? Or do you want to provide that compatibility from your side natively?
Laerinok Yep! Sorry for missing that! I'll include it in the next patch.
crupette
Hey. Glad to see you back again !
I guess you missed my post where I gave the last translation with all new grass. 😉
That's great news! Lookign forward to more species!
Do you think you might add compatibility with Art of Growing mod to cut the grass and get the raw grass from that mod so it cam be dried? Just curious, would be cool to add your mod, but if it removes vanilla grass, would be tough to mix
I'm back from my self-imposed several month exile, so here's what I'm working on fixing right now:
I had a bug that flipped the generation density, so I fixed that in the next release.
I reverted the change that disabled vanilla spawning. Grasses will now generate only where vanilla grass is placed.
I'll add a config option for disabling seed drops.
I'm also working on adding new species and Biomes support.
Thank you all for your patience.
I love the concept of this mod, and the models of the grasses are beautiful, but I'm a bit conflicted on the execution. The wild grasses on this mod seem way too frequent in certain patches, and in other ones where they aren't as frequent, the ground seems very empty, as this mod seems to almost entirely remove vanilla grass spawning. As a result, I tried altering the desnity through the config, but that didn't seem to change it - if anything, the wild grass seemed even More common after turning the percentage down (though I might be mistaken on that, but that's how it looked like to me). Even making the number plain 0 didn't remove the modded grass. So while I would love to play with this mod, I think I'm gonna go without until I figure this out or until these things are adjusted ;^^ (might be also just a conflict with playing on 1.20.3)
Hydromancerx Shadow
I'm not sure if the request is suitable for everyone (a config option might be useful crupette).
That being said, you can easily change this by editing the plant-related files:
Shadow
You can disbale seeds by setting "avg": 0, "var": 0
PS: Keep a backup of the file or of the value if you want to reverse. (or you should download the mod again).
crupette
Could you make some of the longer grasses give more dry grass when ou cut them so they are worth cutting over normal vanilla grass?
Some ideas / requests for othe grass species ...
Bermuda Grass (Cynodon dactylon)
Buffalo Grass (Bouteloua dactyloides)
Pampas Grass (Cortaderia selloana)
Elephant Grass (Cenchrus purpureus)
Thanks in advance!
It worked!
Also other mods add biome patches in them. Should be ok to add to yours.
Hydromancerx
Because it's not my Mod 😅
DarkThoughts
No, but vanilla grass becomes less present.
Thanks for making the patch. Idk why you didn't add it to your mod.Shouldn't do anything if they don't have the biomes mod too.
The comments are a bit confusing. Is this supposed to replace the generic vanilla grass?
crupette
I made a small patch to integrate Wildgrass into Biomes. This is my first dive into "modding", but it works. Feel free to use, modify, or improve it as needed.
And FYI : Crabb Hydromancerx
For those who want to use it, place the file wildgrass_biomes_patch.json inside the Wildgrass zip archive at "assets\wildgrass\patches"
I believe only newly generated chunks will have the new grasses, if not you must start a new game.
Here is how the grasses are distributed:
Hi. By any chance, is there a way to disable the seed droping? Would be nice to have an option in config file. I still trying to figure this out on how to disable them.
Thank you for your amazing mod. It really is a must have.
Im only finding vanilla grass generating in ruins so it makes the grasslands feel less full as there are patches that are completely bare
This really needs an update, my world feels so barren without all the grass in it :(
I haven't managed to find a single bit of vanilla grass, and the large grassless areas are both quite frequent and present right from world generation. Maybe there's another mod that's conflicting which is causing it. I'm not sure.
Laerinok
Cuddly_Khan
I still have some vanilla grass, but I admit it's quite rare. Silly question, but aren't the grassless areas caused by fires triggered by lightning? I often come across areas cleared out after fires.
Is it intentional that vanilla grass no longer spawns? It's causing large patches of no grass at all in some areas.
RowdyArt
Fully functional for me. Maybe a mod conflict ?
Seems to be non-functional in stable 1.20 currently.
DanekJovax
Glad to have been helpful ;)
Laerinok Ok! Thanks for the response! I've done a little more testing with the scythes I have, and I discovered the original scythe I was using was a modded material scythe made from temporalit. Using a regular Cu scythe worked as expected. I'll send my feedback to the mod that added the temporalit metal. Thanks again for the help!
DanekJovax
I tried with this two mods only. And the scythe works fine with new grass type.
I suggest you to make tests with a fresh clean new world and only WIldgrass mod to see if it works. And then to add a few mods and check, until you find the one that cause the conflict.
Laerinok Yes, there is Combat Overhaul is far as I can tell. The scythe only cuts the vanilla grass, but nothing when I point it at the wildgrass.
DanekJovax
Strange. I don't have any issue using the scythe. I can harvest all wildgrass with it.
(same mod version and 1.20.-rc8)
Do you have another tools mod or something that can make a conflict?
crupette Hi! Love this mod, however, is there any way to allow scythes to cut wildgrass? Currently in the version that I am using (1.1.3) it doesn't interact with any of the varieties. Thanks in advance!
Hi! I think the Polish translation will be a good idea 😁 Happy new year! pl.json
This is a thing that I didn't know I needed until I saw it and am now baffled it's taken this many years to be made. This is a thing that's needed to be a thing and I'm glad it's now a thing. Thank you for making this thing.
Vogi I'm playing a 1.20rc1 game with it installed and it's working good so far. Give it a try!
I love this deep down in the cockles of my heart, maybe even the sub-cockle area.
Also seeds from grass gives smallest cut grass. Will it grow into full variety? It would make it a beautiful decoration tool, these new varieties are fantastic
Is it rc1 safe?
Edit: seems safe
😉
EDIT: crupette
As I didn't play for a while, I forgot to add the new spécies. This the fr.json for v1.1.3
Laerinok It is infact located in ModConfig. I will fix the changelog. Thanks!
crupette
hello.
You said in changelog : Config is located in ModData/wildgrass.json. Is it really ModData ? not ModConfig ?
I didn't play yet, so I cannot check in my folder ;)
Lich melodelic Thanks for the feedback. 1.1.3 has a config option to reduce the generation density.
just wanna say, this mod is one of my favorite mods. the new grass makes the world so much more lush and natural.
if you go with the suggestion to reduce long grass, please make it a config option! i personally love the amount of high grass :)
Please patch for the Biomes mod!
Is there a way to make my plains have less long grass? It's almost impossible to see the ground or to see farm plants (such as rye/flax/spelt/etc)
wildgrass in the plains
This mod is awesome! Some variation in the grass is a very nice addition.
I have a suggestion for a species of grass I'd love to see added, it's called Button Grass (Gymnoschoenus sphaerocephalus).
Here is the translation into Ukrainian: uk.json ;)
Laerinok Thank you for the translation, I will add it in the next release.
BoardsOfCanada This mod is for the 1.20 pre-releases and is not compatible with earlier versions.
This is very nice, is this compatible with the Biomes mod?
Good idea, the diversity of the grass was lacking !
This is the french translation. fr.json