Grazing animals should not eat grass roots ... #6787
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Reference: your-land/bugtracker#6787
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... but only up to the lowest scissor level, see #1218. And dirt_with_something no longer becomes pure dirt.
That's what grazing animals do in reality. They trim the grass, but they do not remove its roots from the ground. And after they also happily fertilize the soil, the grass soon grows cheerfully up again. I would like to see the same for YL and it would be a good solution for the current disaster, see issue #6359
Sounds way more reasonable and less destructive than what we have.
It pains me to link to the forum instead of a bugtracker, but here we are: https://forum.luanti.org/viewtopic.php?p=442140#p442140
Affects more mobs_animal than mobs_redo, but since it happened here:
I'd also vote for grass-eaters do not turn dirt_with_grass to dirt. In many cases it doesn't matter, because a neighbouring node will inevitably return the dirt block to dirt_with_grass. In some cases at biome borders, elaborate patterns from various dirt and dirt_with_grass islands the grazing causes the block stays dirt forever (or until manually reset).
The problem is that grass_1 doesn't grow overtime to higher stages, that some people might rely on the current mechanic and that changing this shouldn't be an answer to having too many animals in one place.
Still, if it were configurable, I'd configure it to the grass_X to grass_1 behaviour on my server.
If I were you, I'd add yet another config key: A list of replacements like
This way, you can enter independent grazing chains. Most often the choice what they eat should reside with the game or server rather than with API or content layer.
For my reference 6787