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Grass seeds#2558

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IntegratedQuantum merged 15 commits intoPixelGuys:masterfrom
Crepestrom:Grass-Seeds
Apr 19, 2026
Merged

Grass seeds#2558
IntegratedQuantum merged 15 commits intoPixelGuys:masterfrom
Crepestrom:Grass-Seeds

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@Crepestrom
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@Crepestrom Crepestrom commented Feb 14, 2026

Adds grass seeds

Obtaining:
you can convert grass vegitation into grass seeds

Use:
turning the dirt/soil types into their grassy version
converting grass vegitation types from one type to another

progress towards #929

@careeoki
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@careeoki
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I still really do want the in-world interaction of placing grass seeds (described in #929, ) but not being able get grass blocks in survival is so irritating that I would rather just have this now and the placing can be added later.

converting grass vegitation types from one type to another

This is also neat. If you live in a biome with mixed grass types, you could convert one into the other depending on which you want.

.inputs = .{"cubyz:{type}_grass_vegetation"},
.output = "3 cubyz:grass_seeds",
.reversible = true,
},
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This doesn't allow converting regular/temperate grass vegetation into seeds (since it's just cubyz:grass_vegetation)

Also, this should be 1 grass : 4 seed to be a little more generous

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did both of these htings

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mayhaps cubyz:grass_vegetation should be cubyz:regular_grass_vegetation or something of the like in a future pr, for consistency

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@careeoki careeoki Feb 22, 2026

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all the grass items should be migrated to cubyz:grass/{type} and cubyz:grass/vegetation/{type} and default grass should be "temperate grass"

.inputs = .{"cubyz:mud", "cubyz:grass_seeds"},
.output = "cubyz:lush_grass",
.reversible = true,
},
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Recipes with multiple inputs can't be reversible (you get an error for this ingame)
I don't really think this should be reversible anyways. If you want the soil block back, just place and break the grass block. (grass seeds are so cheap you don't really need to get them back)

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forgot this when copy and pasting
fixed

@Crepestrom
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alright changes have been made

},
.{
.inputs = .{"cubyz:grass_vegetation"},
.output = "5 cubyz:grass_seeds",
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It should be 1 grass into 4 grass seeds.

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I think 5 is fine, 120 is divisible by 5, not everything need to be a power of 2.

@BoySanic BoySanic moved this to Low Priority in PRs to review Feb 26, 2026
@BoySanic BoySanic moved this from Low Priority to WIP/not ready for review in PRs to review Feb 26, 2026
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I think since there are so many soil types and so many special cases in the recipes, they should be in their own file.

.{
.inputs = .{"cubyz:{type}_grass_vegetation"},
.output = "5 cubyz:grass_seeds",
.reversible = true,
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I don't think these should by reversible.

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its not really a balance issue if players can convert between grass types

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Surely it doesn't make sense to craft seeds into the fully grown plant?

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@Argmaster Argmaster Apr 15, 2026

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Suggested change
.reversible = true,

Please apply @Crepestrom so we can proceed with this change.
We also can soon figure out interaction with AAA series of PRs

@IntegratedQuantum IntegratedQuantum moved this from WIP/not ready for review to In review in PRs to review Mar 1, 2026
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tillpp commented Apr 16, 2026

lol, i and i was playing with the thought of making grass types just spread over time over onto neighbouring dirt blocks.

nevermind i guess

.{
.inputs = .{"cubyz:grass_vegetation"},
.output = "5 cubyz:grass_seeds",
.reversible = true,
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forgot this

},
.{
.inputs = .{"5 cubyz:grass_seeds", "cubyz:{type}_grass_vegetation"},
.output = "2 cubyz:{type}_grass_vegetation",
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It's better than just crafting it directly, but I'm still not happy with the fact that you can craft them back.
I would prefer to keep these recipes out. (I am not opposed to being able to get more grass vegetation, it would make a lot of sense to be able to grow it as a crop, but having a recipe for it just feels wrong).

Maybe someone else could back me up on this, or tell me that it's just irrelevant and we should allow this.

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(The grassy addon also doesn't have recipes that transmute grass to other grass types)

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Hm growing it as a plant sounds cool.
We could make it so when you right click specific grass block it plants corresponding vegetation.

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Yeah, that's how I would imagine farming would go, you place the seeds on the corresponding block, and then wait a while for it to grow.

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i mostly did this to allow players to get rid of exess seeds
exess seeds would be more inventory clutter
and letting players convert them in a way where they still needed to go to the biome in the first place helps keep players stocked up on a nice decorative block

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You'd still have clutter if the number of seeds left is not divisible by 5.

@Crepestrom
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anyways the grass conversion recipies have been removed

},
.{
.inputs = .{"cubyz:grass/{type}"},
.output = "5 cubyz:grass_seeds",
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This looks wrong, you shouldn't be able to turn the soil-containing block back.
Also this creates duplicate recipes, since it also matches grass/vegetation/*.

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oops fixed

@IntegratedQuantum IntegratedQuantum merged commit d325b23 into PixelGuys:master Apr 19, 2026
1 check passed
codemob-dev pushed a commit to codemob-dev/Cubyz that referenced this pull request Apr 20, 2026
Adds grass seeds

Obtaining:
you can convert grass vegitation into grass seeds

Use:
turning the dirt/soil types into their grassy version
converting grass vegitation types from one type to another

progress towards PixelGuys#929

---------

Co-authored-by: Carrie <carriecapp9@gmail.com>
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7 participants