Mods / Wildgrass

Tags: #Tweak #Worldgen
Author: crupette
Side: Both
Created: Oct 25th 2024 at 7:27 PM
Last modified: 3 hours ago
Downloads: 4911
Follow Unfollow 179

Latest file for v1.20.9:
wildgrass_1.3.1.zip 1-click install


For 1.20 ONLY

Currently implemented species of wildgrass:

 

Species
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.

 

Configs

Located in VintagestoryData/ModConfig/wildgrass.json

  • GenerateDensity (default 1.0) : The percent chance that wild grass is placed in worldgen.
  • 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.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.3.1 40 3 hours ago Show wildgrass_1.3.1.zip Install now
v1.3.0 238 6 days ago Show wildgrass_1.3.0.zip Install now
v1.2.3 377 Apr 20th at 12:34 AM Show wildgrass_1.2.3.zip Install now
v1.2.2 140 Apr 18th at 8:34 PM Show wildgrass_1.2.2.zip Install now
v1.2.1 129 Apr 17th at 6:31 PM Show wildgrass_1.2.1.zip Install now
v1.1.3 3105 Dec 1st 2024 at 3:28 PM Show wildgrass_1.1.3.zip Install now
v1.1.2 338 Nov 4th 2024 at 1:15 PM Show wildgrass_1.1.2.zip Install now
v1.1.1 126 Nov 2nd 2024 at 7:03 PM Show wildgrass_1.1.1.zip Install now
v1.1.0 76 Nov 2nd 2024 at 4:00 PM Show wildgrass_1.1.0.zip Install now
v1.0.0 269 Oct 25th 2024 at 7:44 PM Show wildgrass_1.0.0.zip Install now

60 Comments (oldest first | newest first)

💬 Aspendosia, 3 hours ago

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??

💬 Dusktracer, 4 days ago

Absolutely love this mod. Thank you for all of the details here!

💬 Hydromancerx, 4 days ago

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!

💬 Laerinok, 6 days ago

crupette

Hello,

I've updated the fr.json file (this link or PR on GitHub)

💬 Spyke1021, 6 days ago

I appreciate that you are including seeds so you can manually spread the grasses you like to your garden/base!

💬 MableZ, Apr 21st at 1:13 AM

Love the new grasses! This seems to stop grass spawning when dirt blocks become grassy, though.

💬 crupette , Apr 20th at 6:58 PM

Tentharchitect Thanks for catching that. Looks like I'll have to do more research for the spawn conditions 🙂

💬 Tentharchitect, Apr 20th at 4:45 PM

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?

💬 Esjitu, Apr 20th at 2:52 PM

How about pampas grass?

💬 Figwort, Apr 20th at 12:13 PM

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!

 

💬 Billiam, Apr 20th at 2:14 AM

Thank you!

💬 crupette , Apr 20th at 12:27 AM

Billiam No, Biomes is not required. Thanks for catching that bug. I'll release a patch to fix it momentarily

💬 Billiam, Apr 19th at 11:02 PM

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)

💬 crupette , Apr 19th at 10:09 PM

DarkThoughts Biomes compatibility was improved on my side by adding code to only allow the landscape-spanning grasses to generate in their bioregions.

💬 DarkThoughts, Apr 19th at 6:06 PM

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?

💬 crupette , Apr 18th at 10:01 AM

Laerinok Yep! Sorry for missing that! I'll include it in the next patch.

💬 Laerinok, Apr 18th at 6:48 AM

crupette

Hey. Glad to see you back again !

I guess you missed my post where I gave the last translation with all new grass. 😉

💬 Hydromancerx, Apr 17th at 7:12 PM

That's great news! Lookign forward to more species!

💬 wojtek16, Apr 17th at 6:46 PM

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

💬 crupette , Apr 17th at 5:05 PM

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.

💬 Eshisakka, Feb 18th at 12:37 PM

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)

💬 Laerinok, Feb 11th at 8:54 AM

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:

  • Navigate through the zip file to the location \assets\wildgrass\blocktypes\plant\
  • Open the file of the plant you are interested in
  • Look for the "dropsByType" section:
  • Look at the desired drop quantity.
    • "code": "game:drygrass", for dry grass (to change the drygrass drop)
    • "seeds-bluegrass" for seeds (to change the seed drop)
  • Change "avg": X (X is the value you want)

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).

💬 Hydromancerx, Feb 11th at 5:45 AM

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!

💬 Hydromancerx, Feb 10th at 5:38 PM


It worked!
Also other mods add biome patches in them. Should be ok to add to yours.

💬 Laerinok, Feb 10th at 4:54 PM

Hydromancerx

Because it's not my Mod  😅

DarkThoughts

No, but vanilla grass becomes less present.

💬 Hydromancerx, Feb 10th at 4:47 PM

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.

💬 DarkThoughts, Feb 10th at 4:16 PM

The comments are a bit confusing. Is this supposed to replace the generic vanilla grass?

💬 Laerinok, Feb 6th at 10:15 AM

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:

  • Bluegrass
    • Biorealms: Atlantic Nearctic, Central Palearctic
    • Geographical description: Found in the eastern part of North America and Central Europe
  • Bushgrass
    • Biorealms: Atlantic Nearctic, Central Palearctic
    • Geographical description: Found in North America and Central Europe.
  • Buttongrass
    • Biorealms: Pacific Nearctic, Pacific Palearctic, Australasian
    • Geographical description: Native to East Asia, the west coast of North America, and Oceania.
  • Common Rush
    • Biorealms: Atlantic Nearctic, Atlantic Palearctic, Eastern Palearctic, Atlantic Afrotropic
    • Geographical description: Found in North America, Europe, East Asia, and West Africa.
  • Fescue
    • Biorealms: Atlantic Nearctic, Atlantic Palearctic, Central Palearctic, Eastern Palearctic
    • Geographical description: Found in North America, Europe, and Asia (East and Central).
  • Ryegrass
    • Biorealms: Atlantic Nearctic, Atlantic Palearctic, Pacific Nearctic
    • Geographical description: Native to Western Europe, also present on the west coast of North America.
  • Switchgrass
    • Biorealms: Atlantic Nearctic, Central Palearctic, Atlantic Neotropic
    • Geographical description: Found in North America, South America, and Central Europe.
  •  

💬 Shadow, Feb 1st at 10:29 AM

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.

💬 Neomallee, Jan 29th at 5:44 AM

Im only finding vanilla grass generating in ruins so it makes the grasslands feel less full as there are patches that are completely bare

 

💬 Annastasija, Jan 26th at 10:13 PM

This really needs an update, my world feels so barren without all the grass in it :(

💬 Cuddly_Khan, Jan 19th at 2:31 PM

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

💬 Laerinok, Jan 19th at 9:06 AM

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.

💬 Cuddly_Khan, Jan 19th at 8:29 AM

Is it intentional that vanilla grass no longer spawns? It's causing large patches of no grass at all in some areas.

💬 Laerinok, Jan 18th at 5:45 PM

RowdyArt
Fully functional for me. Maybe a mod conflict ?

💬 RowdyArt, Jan 18th at 5:34 PM

Seems to be non-functional in stable 1.20 currently.

💬 Laerinok, Jan 12th at 4:59 PM

DanekJovax
Glad to have been helpful ;)

💬 DanekJovax, Jan 12th at 1:50 PM

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!

💬 Laerinok, Jan 12th at 9:04 AM

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.

💬 DanekJovax, Jan 12th at 1:37 AM

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.

💬 Laerinok, Jan 11th at 6:53 PM

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?

💬 DanekJovax, Jan 11th at 3:36 PM

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!

💬 RiotSteve, Jan 1st at 2:26 PM

Hi! I think the Polish translation will be a good idea 😁 Happy new year! pl.json

💬 rayllis689, Dec 15th 2024 at 7:58 PM

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.

💬 DanekJovax, Dec 9th 2024 at 12:51 PM

Vogi I'm playing a 1.20rc1 game with it installed and it's working good so far.  Give it a try!

💬 Vinter_Nacht, Dec 5th 2024 at 5:13 PM

I love this deep down in the cockles of my heart, maybe even the sub-cockle area.

💬 Vogi, Dec 4th 2024 at 7:50 PM

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

💬 Vogi, Dec 4th 2024 at 7:16 PM

Is it rc1 safe?

Edit: seems safe

💬 Laerinok, Dec 2nd 2024 at 11:22 AM

😉

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

💬 crupette , Dec 2nd 2024 at 10:45 AM

Laerinok  It is infact located in ModConfig. I will fix the changelog. Thanks!

💬 Laerinok, Dec 1st 2024 at 9:44 PM

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 ;)

💬 crupette , Dec 1st 2024 at 3:08 PM

Lich melodelic  Thanks for the feedback. 1.1.3 has a config option to reduce the generation density.

💬 Lich, Nov 16th 2024 at 7:44 PM

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 :)

 

💬 Hydromancerx, Nov 14th 2024 at 6:08 PM

Please patch for the Biomes mod!

💬 melodelic, Nov 13th 2024 at 7:08 PM

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

💬 Cuddly_Khan, Nov 1st 2024 at 8:28 AM

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). 

💬 _epic_fish_, Oct 27th 2024 at 9:24 AM

Here is the translation into Ukrainian: uk.json  ;)

💬 crupette , Oct 25th 2024 at 11:44 PM

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.

💬 BoardsOfCanada, Oct 25th 2024 at 10:24 PM

This is very nice, is this compatible with the Biomes mod?

💬 Laerinok, Oct 25th 2024 at 9:38 PM

Good idea, the diversity of the grass was lacking !
This is the french translation. fr.json

 (edit comment delete)