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[Mod] weed mod [0.0.3] [weed]

Posted: Sat Dec 31, 2011 07:08
by RAPHAEL
UPDATE: The download link has been changed to sdzens version. That is all for now.

ANOTHER EDIT: If you want to have it so the dirt bed doesn't revert to dirt see bottom of post for code change. Will be fixed next version

Decided to try my hand at doing a mod and decided to do one others may not be likely to do.

So, I modded the wheat mod done by Victor Hackeridze hackeridze@gmail.com and created a weed mod. Very early stages but seems to work.

License: DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
License URL: http://sam.zoy.org/wtfpl/COPYING

TODO:
* Grow lights
* Better graphics (feel free to contribute)
* Some other stuff I may come up with

Depends:
default

So it works by creating a "weed dirt bed":
dirt, sand, dirt = 3 weed dirt beds

(there should also be wild weed plants now) Initially you will have to give yourself seeds ( /giveme weed:weed_seeds 99 ). Craft weed dirt beds. Sow "seeds" (looks like a weed nugget at the moment) into weed dirt bed. Currently growth is only 3 graphics. A sprout, a pot plant and a brownish pot plant (yea I know needs better graphics). When it's a brownish pot plant you can harvest.

You can then make weed flour:
wheat seeds, wheat seeds
weed seeds, weed seeds

Create weed form:
wood in the shape of a U

Put water in the form like you would a bucket.

From there you can make weed brownie dough:
weed flour, weed flour, weed flour
weed flour, weed_form_water, weed flour
weed flour, weed flour, weed flour

Throw the result in a furnace.

Download sdzen's version:
weed (sdzen).zip
(48.67 KiB) Downloaded 478 times
Screenshots:
*links broken*

EDIT: To make it so the dirt bed doesn't revert to dirt, open the init.lua file and find the following code:
minetest.register_abm({
nodenames = "weed:dirt_bed",
interval = 40,
chance = 3,
action = function(pos, node, _, __)
local p = {x = pos.x,y = pos.y +1,z = pos.z}
local above_node = minetest.env:get_node(p)

for i, plant in ipairs(DIRT_BED_TO_GRASS) do
if (above_node.name == plant) then return; end
end
minetest.env:remove_node(pos)
minetest.env:add_node(pos, {name = "default:dirt"})
end
And change it to:
minetest.register_abm({
nodenames = "weed:dirt_bed",
interval = 40,
chance = 3,
action = function(pos, node, _, __)
local p = {x = pos.x,y = pos.y +1,z = pos.z}
local above_node = minetest.env:get_node(p)

for i, plant in ipairs(DIRT_BED_TO_GRASS) do
if (above_node.name == plant) then return; end
end
minetest.env:remove_node(pos)
minetest.env:add_node(pos, {name = "weed:dirt_bed"})
end

Posted: Sat Dec 31, 2011 07:49
by RAPHAEL
Edited first post with screenshots

Posted: Sat Dec 31, 2011 08:22
by sfan5
Looks Cool!

Posted: Sat Dec 31, 2011 10:32
by Hackeridze
How to smoke it?

Posted: Sat Dec 31, 2011 10:48
by jordan4ibanez
raphael i honestly didnt think anyone would start making a mod like better than wolves from minecraft..this is freakin awesome

Posted: Sat Dec 31, 2011 12:17
by sapier
do only I have problems with to many mods loaded on one server or is it a common known bug?

if so why create a mod for every crop added to mt ;-)

in mod farming adding your weed would have been calling:

farming_add_crop("weed",<growtime>,<chance to get seed from plain grass>,<chance to get seed from junglegrass>,<chance to get seed from tall grass>,<max distance to water>)

and of course drawing the images

but obviously you already finished so my suggestion is to late ;-)

by the way, say no to drugs ;-)

Posted: Sat Dec 31, 2011 13:45
by bwog
When I saw this topic I thought it was going to make it so there's weeds like dandelions.

Posted: Sat Dec 31, 2011 13:46
by jordan4ibanez
and raphael why dont you make your textures a bit more like minetest instead of doing ULTRA HD textures?

Posted: Sat Dec 31, 2011 14:26
by sapier
I like hires textures, would be glad every mod could provide them.

Probably an option similar to opaque water, 3d clouds ... an option "Hires Textures (if available)" would be a solution?

This would give everyone the chance to select textures as he/she likes. But this is a little bit off topic in here.

Posted: Sat Dec 31, 2011 15:52
by RAPHAEL
sapier wrote:by the way, say no to drugs ;-)
Weed isn't a drug, crack meth and cocaine are drugs :P As for modding the farming mod I will have to check into that.

Anyway a little surprised at the responses so far. Didn't think there would be any responses much.

I did notice a little issue when testing this last night. Is it just me or is there a limit to the number of mods one can run on a server? I had 28 mods and when adding the weed mod (or any other mod for that matter) got a lua stack error or something until I removed one of the mods.

EDIT:
jordan4ibanez wrote:and raphael why dont you make your textures a bit more like minetest instead of doing ULTRA HD textures?
All I did was find images online, did some editing optimizing and resized to 64x64. I am not a computer graphics artist. In fact my skills with computer graphics is similar to that of a noob.

Posted: Sat Dec 31, 2011 15:54
by jordan4ibanez
RAPHAEL wrote:
sapier wrote:by the way, say no to drugs ;-)
Weed isn't a drug, crack meth and cocaine are drugs :P As for modding the farming mod I will have to check into that.

Anyway a little surprised at the responses so far. Didn't think there would be any responses much.

I did notice a little issue when testing this last night. Is it just me or is there a limit to the number of mods one can run on a server? I had 28 mods and when adding the weed mod (or any other mod for that matter) got a lua stack error or something until I removed one of the mods.
celeron updated it so the stack can handle over 30

Posted: Sun Jan 01, 2012 12:43
by sapier
As far as i know you need to specifiy all 6 sides in tile_images if you want to have different ones.
Same to inventorycube it requires 3 images to be fully defined

Posted: Sun Jan 01, 2012 17:48
by sapier
@RAPHAEL I'm sorry I've rechecked my last comment, for now it doesn't seem possible to create a node with different textures. My comment is only valid for entitys where you even have to add 6 textures to make it work.

But, making grow lamp an entity isn't an option for you as entitys don't have collision detection (you would be able to walk through)

Posted: Fri Feb 24, 2012 15:58
by RAPHAEL
Updated to version 0.0.2 (read first post for details)

Posted: Fri Mar 02, 2012 23:00
by sdzen
yay i can download now!

Posted: Sat Mar 03, 2012 00:25
by Death Dealer
I will retexture this tonight:D i likes it

Posted: Fri Mar 16, 2012 15:09
by RAPHAEL
Officially requesting this thread be moved to the Mod Releases board.

Posted: Sat Mar 17, 2012 16:42
by RAPHAEL
I'm requesting someone with the interest and skills to re-texture this mod so that it matches more with minetest yet still is definitely a "weed mod".

Posted: Sat Jul 07, 2012 10:50
by maddogg
What version of the game is this designed to work with ?

Posted: Sat Jul 07, 2012 12:53
by LolManKuba
before march 18 and maybe march 18 2012

Posted: Tue Jul 10, 2012 03:40
by Josh
Will this work with 20120606?

Posted: Fri Jul 27, 2012 23:02
by sdzen
i have one that works with the 0.4.1 stable and unstable
anyone want it? josh?

Posted: Sat Jul 28, 2012 03:23
by Josh
sdzen wrote:i have one that works with the 0.4.1 stable and unstable
anyone want it? josh?
Yeah id like it could you put it up for download sdzen?

Posted: Mon Jul 30, 2012 13:13
by sdzen
download
there you go! flowers mod is needed to get weed
Edit: the textures are a 16x16 texture i whipped up for them feel free to change it back to hd

Posted: Tue Jul 31, 2012 02:56
by Josh
sdzen wrote:download
there you go! flowers mod is needed to get weed
Edit: the textures are a 16x16 texture i whipped up for them feel free to change it back to hd
Thanks sdzen ill try it!