[Mod] Weed Mod!

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ManElevation
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[Mod] Weed Mod!

by ManElevation » Post

This Mod adds Weed to the game!
weed cigarette gives full health.
Grows like cotton.
Image
Image
Most code from Farming Mod.
Farming mod created by PilzAdam, BlockMen, MasterGollum and Gambit.
Most Weed textures from RAPHAEL Weed mod: viewtopic.php?f=11&t=670
Made this mod because Raphael's weed mod wasent working properly any more.
if you have farming redo than add a weed.lua to farming redo mod, use this code.

Code: Select all

local S = farming.intllib

-- weed seeds
minetest.register_node("farming:seed_weed", {
	description = S("Weed Seed"),
	tiles = {"farming_weed_seed.png"},
	inventory_image = "farming_weed_seed.png",
	wield_image = "farming_weed_seed.png",
	drawtype = "signlike",
	groups = {seed = 1, snappy = 3, attached_node = 1, flammable = 4},
	paramtype = "light",
	paramtype2 = "wallmounted",
	walkable = false,
	sunlight_propagates = true,
	selection_box = farming.select,
	on_place = function(itemstack, placer, pointed_thing)
		return farming.place_seed(itemstack, placer, pointed_thing, "farming:weed_1")
	end,
})

-- weed / string

minetest.register_craftitem("farming:weed", {
	description = S("weed"),
	inventory_image = "farming_weed.png",
	groups = {flammable = 4},
})

minetest.register_craftitem("farming:cigarette", {
image = "weed_cigarette.png",
description = "Weed Cigarette",
on_place = minetest.item_place,
on_use = minetest.item_eat(20)
})

-- Crafts
minetest.register_craft({
    output = 'farming:cigarette',
    recipe = {
        {'farming:weed', 'farming:weed'},
        {'farming:weed', 'farming:weed'},
    }
})


minetest.register_craft({
	type = "fuel",
	recipe = "farming:weed",
	burntime = 1,
})

-- weed definition
local crop_def = {
	drawtype = "plantlike",
	tiles = {"farming_weed_1.png"},
	paramtype = "light",
	sunlight_propagates = true,
	walkable = false,
	buildable_to = true,
	drop =  "",
	selection_box = farming.select,
	groups = {
		snappy = 3, flammable = 4, plant = 1, attached_node = 1,
		not_in_creative_inventory = 1, growing = 1
	},
	sounds = default.node_sound_leaves_defaults()
}

-- stage 1
minetest.register_node("farming:weed_1", table.copy(crop_def))

-- stage 2
crop_def.tiles = {"farming_weed_2.png"}
minetest.register_node("farming:weed_2", table.copy(crop_def))

-- stage 3
crop_def.tiles = {"farming_weed_3.png"}
minetest.register_node("farming:weed_3", table.copy(crop_def))

-- stage 4
crop_def.tiles = {"farming_weed_4.png"}
minetest.register_node("farming:weed_4", table.copy(crop_def))

-- stage 5
crop_def.tiles = {"farming_weed_5.png"}
crop_def.drop = {
	items = {
		{items = {"farming:seed_weed"}, rarity = 1},
	}
}
minetest.register_node("farming:weed_5", table.copy(crop_def))

-- stage 6
crop_def.tiles = {"farming_weed_6.png"}
crop_def.drop = {
	items = {
		{items = {"farming:weed"}, rarity = 1},
		{items = {"farming:weed"}, rarity = 2},
	}
}
minetest.register_node("farming:weed_6", table.copy(crop_def))

-- stage 7
crop_def.tiles = {"farming_weed_7.png"}
crop_def.drop = {
	items = {
		{items = {"farming:weed"}, rarity = 1},
		{items = {"farming:weed"}, rarity = 2},
		{items = {"farming:seed_weed"}, rarity = 1},
		{items = {"farming:seed_weed"}, rarity = 2},
	}
}
minetest.register_node("farming:weed_7", table.copy(crop_def))

-- stage 8 (final)
crop_def.tiles = {"farming_weed_8.png"}
crop_def.groups.growing = 0
crop_def.drop = {
	items = {
		{items = {"farming:weed"}, rarity = 1},
		{items = {"farming:weed"}, rarity = 2},
		{items = {"farming:weed"}, rarity = 3},
		{items = {"farming:seed_weed"}, rarity = 1},
		{items = {"farming:seed_weed"}, rarity = 2},
		{items = {"farming:seed_weed"}, rarity = 3},
	}
}
minetest.register_node("farming:weed_8", table.copy(crop_def))

--[[ weed (example, is already registered in weed.lua)
farming.register_plant("farming:weed", {
	description = "weed seed",
	inventory_image = "farming_weed_seed.png",
	steps = 8,
})]]
Download!
Zip:https://github.com/ManElevation/farming ... master.zip
Github:https://github.com/ManElevation/farming
Last edited by ManElevation on Tue Jul 24, 2018 17:01, edited 5 times in total.
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BBmine
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Re: [Mod] Weed Mod!

by BBmine » Post

Um...... yeah I feel like this mod maybe shouldn't be here?

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Re: [Mod] Weed Mod!

by ThomasMonroe » Post

BBmine wrote:Um...... yeah I feel like this mod maybe shouldn't be here?
what he said.
Projects|:*sigh* school: :Qub³d: :Legends Of Survival: :making people think:
I don't make things messy, I just *cough* disturb the local entropy.

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paramat
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Re: [Mod] Weed Mod!

by paramat » Post

These are rather foolish responses.
See the previous weed mod of which this is a fork, no complaints.
Cannabis is legal in many parts of the world, alcohol is illegal in many parts of the world. But people don't complain about alcohol mods.
Many drug experts have concluded that cannabis is either no more harmful than alcohol or less harmful (but obviously it should be vaped not smoked).

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Re: [Mod] Weed Mod!

by ManElevation » Post

paramat wrote:These are rather foolish responses.
See the previous weed mod of which this is a fork, no complaints.
Cannabis is legal in many parts of the world, alcohol is illegal in many parts of the world. But people don't complain about alcohol mods.
Many drug experts have concluded that cannabis is either no more harmful than alcohol or less harmful (but obviously it should be vaped not smoked).
:P
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paramat
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Re: [Mod] Weed Mod!

by paramat » Post

Another useful way to think about it is:
MTGame and MT mods are full of weapons and violent murder (PVP) but it's ok because it's a game, it's not real.
So no fuss is made about simulated murder, but somehow a fuss is made about simulated relaxation.
=)

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Re: [Mod] Weed Mod!

by BBmine » Post

paramat wrote:Another useful way to think about it is:
MTGame and MT mods are full of weapons and violent murder (PVP) but it's ok because it's a game, it's not real.
So no fuss is made about simulated murder, but somehow a fuss is made about simulated relaxation.
=)
Simulated relaxation? I was only concerned that people wouldn't let their kids play on servers with weed.

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ManElevation
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Re: [Mod] Weed Mod!

by ManElevation » Post

BBmine wrote:Simulated relaxation? I was only concerned that people wouldn't let their kids play on servers with weed.
hum... farming redo has barley. witch is based on weed. :)
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Re: [Mod] Weed Mod!

by DS-minetest » Post

I first thought, this is about tares, not cannabis.
Note that I've recently renamed myself on github and co. to "Desour". (I'm bad at naming things.)
Feel free to call me DS.

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Re: [Mod] Weed Mod!

by azekill_DIABLO » Post

smoke weed every... what?! why are you looking at me like that?!

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Re: [Mod] Weed Mod!

by ManElevation » Post

azekill_DIABLO wrote:smoke weed every... what?! why are you looking at me like that?!
i aint looking at ya!
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BBmine
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Re: [Mod] Weed Mod!

by BBmine » Post

ManElevation wrote:
BBmine wrote:Simulated relaxation? I was only concerned that people wouldn't let their kids play on servers with weed.
hum... farming redo has barley. witch is based on weed. :)
Wait wut? But we're allowed to eat barley.

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Re: [Mod] Weed Mod!

by ManElevation » Post

shhh!
Image
Last edited by ManElevation on Sun Oct 29, 2017 10:38, edited 1 time in total.
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azekill_DIABLO
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Re: [Mod] Weed Mod!

by azekill_DIABLO » Post

you dealers.

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Re: [Mod] Weed Mod!

by ManElevation » Post

if you have farming redo than add a weed.lua to farming redo mod, use this code.

Code: Select all

local S = farming.intllib

-- weed seeds
minetest.register_node("farming:seed_weed", {
	description = S("Weed Seed"),
	tiles = {"farming_weed_seed.png"},
	inventory_image = "farming_weed_seed.png",
	wield_image = "farming_weed_seed.png",
	drawtype = "signlike",
	groups = {seed = 1, snappy = 3, attached_node = 1, flammable = 4},
	paramtype = "light",
	paramtype2 = "wallmounted",
	walkable = false,
	sunlight_propagates = true,
	selection_box = farming.select,
	on_place = function(itemstack, placer, pointed_thing)
		return farming.place_seed(itemstack, placer, pointed_thing, "farming:weed_1")
	end,
})

-- weed / string

minetest.register_craftitem("farming:weed", {
	description = S("weed"),
	inventory_image = "farming_weed.png",
	groups = {flammable = 4},
})

minetest.register_craftitem("farming:cigarette", {
image = "weed_cigarette.png",
description = "Weed Cigarette",
on_place = minetest.item_place,
on_use = minetest.item_eat(20)
})

-- Crafts
minetest.register_craft({
    output = 'farming:cigarette',
    recipe = {
        {'farming:weed', 'farming:weed'},
        {'farming:weed', 'farming:weed'},
    }
})


minetest.register_craft({
	type = "fuel",
	recipe = "farming:weed",
	burntime = 1,
})

-- weed definition
local crop_def = {
	drawtype = "plantlike",
	tiles = {"farming_weed_1.png"},
	paramtype = "light",
	sunlight_propagates = true,
	walkable = false,
	buildable_to = true,
	drop =  "",
	selection_box = farming.select,
	groups = {
		snappy = 3, flammable = 4, plant = 1, attached_node = 1,
		not_in_creative_inventory = 1, growing = 1
	},
	sounds = default.node_sound_leaves_defaults()
}

-- stage 1
minetest.register_node("farming:weed_1", table.copy(crop_def))

-- stage 2
crop_def.tiles = {"farming_weed_2.png"}
minetest.register_node("farming:weed_2", table.copy(crop_def))

-- stage 3
crop_def.tiles = {"farming_weed_3.png"}
minetest.register_node("farming:weed_3", table.copy(crop_def))

-- stage 4
crop_def.tiles = {"farming_weed_4.png"}
minetest.register_node("farming:weed_4", table.copy(crop_def))

-- stage 5
crop_def.tiles = {"farming_weed_5.png"}
crop_def.drop = {
	items = {
		{items = {"farming:seed_weed"}, rarity = 1},
	}
}
minetest.register_node("farming:weed_5", table.copy(crop_def))

-- stage 6
crop_def.tiles = {"farming_weed_6.png"}
crop_def.drop = {
	items = {
		{items = {"farming:weed"}, rarity = 1},
		{items = {"farming:weed"}, rarity = 2},
	}
}
minetest.register_node("farming:weed_6", table.copy(crop_def))

-- stage 7
crop_def.tiles = {"farming_weed_7.png"}
crop_def.drop = {
	items = {
		{items = {"farming:weed"}, rarity = 1},
		{items = {"farming:weed"}, rarity = 2},
		{items = {"farming:seed_weed"}, rarity = 1},
		{items = {"farming:seed_weed"}, rarity = 2},
	}
}
minetest.register_node("farming:weed_7", table.copy(crop_def))

-- stage 8 (final)
crop_def.tiles = {"farming_weed_8.png"}
crop_def.groups.growing = 0
crop_def.drop = {
	items = {
		{items = {"farming:weed"}, rarity = 1},
		{items = {"farming:weed"}, rarity = 2},
		{items = {"farming:weed"}, rarity = 3},
		{items = {"farming:seed_weed"}, rarity = 1},
		{items = {"farming:seed_weed"}, rarity = 2},
		{items = {"farming:seed_weed"}, rarity = 3},
	}
}
minetest.register_node("farming:weed_8", table.copy(crop_def))

--[[ weed (example, is already registered in weed.lua)
farming.register_plant("farming:weed", {
	description = "weed seed",
	inventory_image = "farming_weed_seed.png",
	steps = 8,
})]]
farming redo: viewtopic.php?t=9019
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derixithy
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Re: [Mod] Weed Mod!

by derixithy » Post

It should make you slower for 3-4 minetest hours after smoking it, just like the real stuff

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Re: [Mod] Weed Mod!

by Chem871 » Post

Then there'd be no point to it, it'd be a detriment.
What is SCP-055?

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Re: [Mod] Weed Mod!

by davidthecreator » Post

derixithy wrote:It should make you slower for 3-4 minetest hours after smoking it, just like the real stuff
No ... It should make the players hallucinate

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Re: [Mod] Weed Mod!

by ManElevation » Post

davidthecreator wrote:
derixithy wrote:It should make you slower for 3-4 minetest hours after smoking it, just like the real stuff
No ... It should make the players hallucinate
yea they will be no point why would people grow it? what it does it gives you health witch that gives them a reason to grow it
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Re: [Mod] Weed Mod!

by ManElevation » Post

updated the screenshots
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