Kok-Sagyz

Kok-Sagyz

alaindustrial:kok_sagyz
AgricultureImplementedagriculturerubbercropperennialrootfarmingtier-lv

How it grows

Rosette
Bud
Flower
Seed head
Above ground

Flower — the only part that can kill the plant. Break it and you may get seeds.

Underground

Upper root — dig it for seeds. The flower stays and roots into the hole again.

Root tip — dig it for the root. The plant lives and grows a new tip.

The plant is three blocks tall and only the top one shows. Everything worth digging is under your feet.

Summary

Kok sagyz is rubber you can grow. An oil well runs dry; a field does not. One planting keeps you in rubber for as long as you are willing to dig.

The catch is that the harvest hides under your feet. What stands above ground is a dandelion; the valuable part is the root, two blocks down. You dig the bottom block — the tip — and it drops the root while the plant stays alive and grows a new tip. You never replant.

There is exactly one way to kill it: break the flower itself. Whatever you do underground, the dandelion shrugs off.

Real-world prototype

Taraxacum kok-saghyz is a dandelion of the Kazakh steppe and the foothills of the Karatau range. The name is Kazakh — "kök-sağız", "green gum": the latex in its root was chewed here long before anyone made tyres from it. The rubber sits only in the root, up to a quarter of its dry weight; the field test is simple — snap a dried root and watch the rubber threads stretch across the break. The sugar from that same root, inulin, comes out of the macerator here too.

Obtaining

Find it in the world. Ripe dandelions turn up now and then in savannas, on mountain meadows and windswept gravelly hills — roughly one chunk in 48 carries three flowers, which is one flower per 64x64 blocks of suitable biome. Wild plants grow their own roots, so the first one you find is already a finished column. New chunks only: kok sagyz will not appear in land you have already explored.

Plant it. A seed goes onto any single block of ground — grass, dirt, sand, tilled farmland or modded soil tagged #minecraft:supports_crops. No need to dig a pit: the root adapts. Two blocks of soil grow a column two deep; a lone block of earth over stone puts the tip straight under the flower, and you dig once instead of twice.

Life cycle

It grows on random ticks at light level 9 or above, like vanilla crops: rosette → bud → yellow flower → seed head. A ripe flower then roots: the soil beneath it turns into rooted earth, and the root reaches down to depth two.

PhaseTime on farmland
Above ground, rosette → seed head~3.4 min
Root, two blocks downanother ~2.3 min
The same on wild gtwice as long

Every step of growth is one random tick. At randomTickSpeed 3 the game picks three random positions per section per tick, so a given block gets a tick about every 68 seconds — independently of its neighbours. The wait is geometric and its spread equals its mean: at a divisor of 1 a tenth of the plants take a step within 7 seconds and another tenth wait over 157. A field therefore ripens unevenly all by itself, like wheat; the figures below are means, not timers.

Steps cost different amounts: the first is cheap, later ones dearer, and the longest is the one that pays a root. Of all the grounds only sand speeds it up — a step there takes 75 % of the usual time.

StepWhat happensDivisorOrdinary groundIn sand
age 0 → 1rosette → bud1~1.1 min~0.9 min
age 1 → 2bud → yellow flower2~2.3 min~1.7 min
age 2 → 3flower → seed head (mature)3~3.4 min~2.6 min
Above ground totalplanting → maturity~6.8 min~5.1 min
Intermediate rootground under the flower → root6~6.8 min~5.1 min
Tipthe harvestable root, at any depth9~10.2 min~7.7 min
Root totalmaturity → full column~17.1 min~12.8 min
Everythingseed → two ready blocks of root~23.9 min~17.9 min

The tip costs the same at any depth — the price is keyed to what grows, not to the step's number. Otherwise shallow g would grow its tip at the cheap first-step price and out-yield a full column. Shallow ground only reaches the first harvest sooner (~17.1 min against ~23.9); after that it yields at the same rate.

Tilling is worth nothing. This is not a hoe crop but a steppe weed with a taproot: dirt, grass, podzol, mycelium, mud and tilled farmland all grow it at the same rate. Only sand and red sand are faster — that is the real plant's element, a sandy well-drained soil where its seedlings establish better than in loam, and a taproot simply travels more easily through loose ground, which is why carrots are sown in sand too.

The rate is read through the plant's own root: a segment occupied by root remembers the ground it replaced, so a column sunk into sand keeps the sand rate all the way down.

Regrowth after a harvest (the flower stays mature — it does not have to ripen again):

What you dugThe wait
The tip (the part that pays a root)~10.2 min in soil, ~7.7 min in sand — the farm's working cycle
The intermediate root~6.8 min in soil, ~5.1 min in sand
Both~17.1 min in soil, ~12.8 min in sand

Sustained yield is about 6 roots per hour per plant in ordinary ground and 8 in sand. A twenty-plant plantation gives roughly two to three roots a minute.

Bone meal and the sprinkler each buy exactly one step — a stage or a block of root. You can buy speed; you cannot buy your way past darkness or a column with nowhere left to grow.

The plant can be trampled. Jumping or falling onto the flower from above costs it one growth stage: seed head → flower → bud → rosette, and never below the rosette. Walking through it at ground level is safe, and sneaking spares it too — the same key opens the root inspection, so leaning in to read a plant can never harm it. Trampling never touches what is already underground: the root keeps its depth, but grows no deeper until the flower has ripened again. Turned off with

Inspecting the root

Walk up to a flower and hold the sneak key (Shift by default). The root appears underground as a solid shape inside a light textured shell of its original ground. The cell borders show the depth in blocks. Release the key and the view fades out. The key named in the prompt follows your own binding.

The background is dimmed but not extinguished: terrain, horizon and sky stay readable so you keep your bearings underground. How dark it goes is the client setting (percent, 85 by default, 10–95 allowed).

The inspection shows up to eight of the nearest visible plants within five blocks. Walls hide flowers from it; neighbouring ores and caves are not revealed. Looking at a plant adds its status: the root has not grown yet, is still growing, is ready to harvest, or growth is blocked.

One block does not always mean ready. On deep soil it is the first stage of growth. On soil over stone a short ready tip forms straight away. Two blocks make the long root. If the upper segment has been dug out, the remaining lower one is shown on its own, with no invented connection.

The four above-ground stages and both roots use the designer's original models. The inspection runs on the client and changes no block, light, collision or growth rate.

Harvesting

One rule: dig the tip, don't pick the flower.

ActionResult
Dig the tip (the lower root block)1 × root + 35% chance of seeds; the original ground is restored, the plant lives and regrows the tip
Dig the upper root block35% chance of seeds, no root; the flower stands and roots into the hole again
Break the flowerthe plant dies; 35% chance of seeds
The root after the plant diesstays in the ground — you can still dig it out, but nothing is left to regrow it
Right-click the seed headnothing: the rubber is in the ground, not in the fluff

Seeds come back on a chance from every harvest, so a patch keeps itself in planting stock.

Processing

The root goes into the macerator — the chain needs no new machines:

IngredientsResultEU/FE
2 × kok sagyz root1 × raw rubber + 1 × inulin300

Inulin will not stack with rubber, so the macerator throws it out of the top — put a hopper or a pipe above it and the by-product leaves on its own without clogging the machine. From there it is business as usual: the vulcanizer turns raw rubber and sulfur into rubber for 400 EU/FE.

Automation

deep, without killing the plant.

blocks down. Its job is the other one: cut ripe flowers, bank the seeds and plant them back. That makes an automatic seed farm; the roots stay yours and the scythe's. The drone also sows kok sagyz on untilled ground.

Progression

This is the way into renewable rubber in the LV era: cable insulation, advanced circuits and armor mesh are now farmable. The Deep Roots advancement sits between first_oil and rubber_production — the player pumping oil and the player digging a field arrive at the same rubber from opposite directions.

Old worlds

New roots store the state of the original ground separately for each segment: sand stays sand, red sand stays red sand, farmland keeps its recorded moisture. While a segment is occupied by a root it stays a root block: the behaviour of the original g does not tick. Harvesting restores the stored state and the ordinary rules apply again. Ground with a block entity of its own is never replaced — its data does not fit in a BlockState and would be lost. The consequence: on such ground the flower plants and ripens, but no root will ever grow under it. No vanilla block is like this; it concerns modded soils with a block entity only. Older segments, saved before the ground was stored, are shown and restored as dirt; their id and tip property are kept.

Wild plants arrive with new chunks only: settled steppe will not sprout dandelions. One seed is enough forever, though — from another world, a friend, or a trip far enough out — after that the patch feeds itself.

Block properties

PropertyValue
Flowersolid model, no collision, age 0..3, random ticks
Root blockfull cube that looks like the ground it replaced, tip property, non-ticking block entity holding that ground
Column1×3: flower + 2 root blocks
Soil#minecraft:dirt, grass/podzol/mycelium/mud, #minecraft:sand, #minecraft:supports_crops; one block is enough