Add em all to the different sections in the xml in my opinion, so if you wanna use a grain header for lavender in the future - for whatever reason - you easily can. 


	<!-- _____________________ CORNHEADER - grain out of maize and sunflower // vertical movement ________________ -


		<!-- Lavendel - harvestReady -->

    <motionPathEffect effectClass="CutterMotionPathEffect" effectType="CUTTER" filename="maps/effects/cutter/lavender/lavender_harvestReady.i3d">
        <effectGeneration rootNode="0|0|1" minRot="0 0 0" maxRot="0 360 0" minScale="1 0.9 1" maxScale="1 1.1 1" useFoliage="lavender" useFoliageStage="5" useFoliageLOD="0"/>
        <typeDefinition fruitTypes="LAVENDER" growthStates="5" speedScale="0.8"/>

        <effectMeshes>
            <!-- combine harvesters -->
            <effectMesh node="0|0|1" numRows="6"  rowLength="5" skipPositions="0" boundingBox="6 4 4"/>
            <effectMesh node="0|0|2" numRows="6"  rowLength="8" skipPositions="0" boundingBox="10 7.5 7.5"/>
            <effectMesh node="0|0|3" numRows="12" rowLength="8" skipPositions="0" boundingBox="16 7.5 7.5"/>
            <effectMesh node="0|0|4" numRows="20" rowLength="8" skipPositions="0" boundingBox="24 7.5 7.5"/>
			
			 <!-- forage harvesters  - generated here to be used in hops stage7 CUTTER_FORAGE effect which uses same hops_harvestReadyDry.i3d file -->
            <effectMesh node="0|0|0" numRows="6"  rowLength="5"  skipPositions="0" boundingBox="6 4 4"/>
            <effectMesh node="0|0|1" numRows="6"  rowLength="20" skipPositions="1" boundingBox="10 7.5 7.5"/>
            <effectMesh node="0|0|2" numRows="12" rowLength="26" skipPositions="1" boundingBox="16 7.5 7.5"/>
            <effectMesh node="0|0|3" numRows="20" rowLength="36" skipPositions="1" boundingBox="24 7.5 7.5"/>

			
        </effectMeshes>

        <customShaderDefaults>
             <customShaderMap name="shapeArray" filename="$data/effects/cutter/arrays/maizeheader/cutterArray12x26.dds"/>
            <customShaderVariation name="scaleByTexture_verticalOffsetCut_alphaMap_keepNormals"/>
        </customShaderDefaults>
    </motionPathEffect>



<!-- _____________________________________ MAIZEHEADER  - forage _________________________________________ --> 
(Idk why they call it Maizeheader here when in the fruitTypes.xml they call it Maizecutter, and the Maizeheader is the Cornheader btw lmao. Or am I stupid? Well, nevermind. Just dont get confused.)

	<!-- LAVENDER - harvestReadyDry -->
    <motionPathEffect effectClass="CutterMotionPathEffect" effectType="CUTTER CUTTER_FORAGE" filename="maps/effects/cutter/lavender/lavender_harvestReadyGreen.i3d">
        <effectGeneration rootNode="0|0|0" minRot="0 0 0" maxRot="0 360 0" minScale="1 0.9 1" maxScale="1 1.1 1" useFoliage="lavender" useFoliageStage="5" useFoliageLOD="0"/>
        <typeDefinition fruitTypes="LAVENDER" growthStates="5" speedScale="0.25"/>

        <effectMeshes>
            <!-- forage harvesters -->
            <effectMesh node="0|0|0" numRows="6"  rowLength="5"  skipPositions="0" boundingBox="6 4 4"/>
            <effectMesh node="0|0|1" numRows="6"  rowLength="20" skipPositions="1" boundingBox="10 7.5 7.5"/>
            <effectMesh node="0|0|2" numRows="12" rowLength="26" skipPositions="1" boundingBox="16 7.5 7.5"/>
            <effectMesh node="0|0|3" numRows="20" rowLength="36" skipPositions="1" boundingBox="24 7.5 7.5"/>
        </effectMeshes>

        <customShaderDefaults>
            <customShaderMap name="shapeArray" filename="$data/effects/cutter/arrays/maizeheader/cutterArray12x26.dds"/>
            <customShaderVariation name="scaleByTexture_verticalOffsetCut_alphaMap_keepNormals"/>
        </customShaderDefaults>
    </motionPathEffect>


	<!-- _____________________________________ GRAIN HEADER _____________________________________ -->

<!-- Lavender - harvestReady -->
    <motionPathEffect effectClass="CutterMotionPathEffect" effectType="CUTTER CUTTER_FORAGE" filename="maps/effects/cutter/lavender/lavender_harvestReady.i3d">
        <effectGeneration rootNode="0|7|1" minRot="0 0 0" maxRot="0 360 0" minScale="1 0.9 1" maxScale="1 1.1 1" useFoliage="lavender" useFoliageStage="5" useFoliageLOD="0"/>
        <typeDefinition fruitTypes="LAVENDER" growthStates="5" speedScale="0.25"/>

        <effectMeshes>
            <!-- grain cutters -->
            <effectMesh node="0|0|0" numRows="32" rowLength="42" skipPositions="1" boundingBox="18 3 5"/>

            <!-- forage harvesters -->
            <effectMesh node="0|0|1" numRows="6"  rowLength="5"  skipPositions="0" boundingBox="6 4 4"/>
            <effectMesh node="0|0|2" numRows="6"  rowLength="20" skipPositions="0" boundingBox="10 7.5 7.5"/>
            <effectMesh node="0|0|3" numRows="12" rowLength="26" skipPositions="0" boundingBox="16 7.5 7.5"/>
            <effectMesh node="0|0|4" numRows="20" rowLength="36" skipPositions="0" boundingBox="24 7.5 7.5"/>
        </effectMeshes>

        <customShaderDefaults>
            <customShaderMap name="shapeArray" filename="$data/effects/cutter/arrays/grainheader/beltXArray.dds"/>
            <customShaderVariation name="scaleByTexture_verticalOffsetCut_alphaMap_keepNormals"/>
            <customShaderParameter name="verticalOffset"  value="-0.15 0 0 0"/>
        </customShaderDefaults>
    </motionPathEffect>

