• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

MeanCloud's Cannabis A20

Update: I haven't been able to make contact yet in these forums or in MeanCloud's Discord.  If anyone knows MeanCloud either personally or has another channel for communication, if you could let them know to send me a "ok/not ok" reply that would be welcomed :) . I would really rather the author give the "ok" if I can get it.

I'm currently reorganizing my mods, and Khelldon's old ones, to make them work well with the 7D2D mod launcher and plan to get them on there. I do have a lot of little things of my own mods to work on, but if I don't hear back from MeanCloud in a while I'll try to take a stab at some converting some of his (that I can) to the latest a19 version (that have not been converted and posted above), or at least have an obvious place on Github that people can post/patch/download updated versions.  There are a few of these I'd like to play in my personal games so I do have an interest in updating some (but not all) of them.

 
The mod causes error with the new A19.3 b5.

"PlantedCannabis3HarvestPlayer needs a deco shape assigned but has not"

It needs to be updated, I hope you get the go-ahead Doughphunghus.

Regards

 
Update: I have a "go" from MeanCloud.

Update: Github repo/fork is: here

I'll work on it this weekend and see how far I get and post back in the various forum threads these mods are attached to.

 
Last edited:
(re-posting the standard response I have been using for several modlet threads)

FYI: I will be attempting to update MeanClouds modlets for a19+ (I have MeanClouds blessing :) ).

They will be located here on GitHub

If anyone needs any a19+ updates for bug fixes for this modlet:

Desired: Please tag/message me in this thread, which I will be subscribed to catch new posts.

Optional: Post on my modlet page: Doughs Modlets

If you have created a bug fix and want to help keep the mods updated:

Desired: If you have a Github account: Submit the issue/bugfix/pull request on Github

Optional: If you do not have a Github account: Submit the files/xml to the places above

 
Hi doughtphunghus

Could you update the cannabis mod, not a priority right now, I can wait.
This is the error:

"PlantedCannabis3HarvestPlayer needs a deco shape assigned but has not"

Regards

 
Hi doughtphunghus

Could you update the cannabis mod, not a priority right now, I can wait.
This is the error:

"PlantedCannabis3HarvestPlayer needs a deco shape assigned but has not"

Regards
I saw that mentioned above. I'll see what I can do. I have ran into a few things in it besides load warnings that need cleaned up (and 1 thing that causes a game crash I can't figure out).  If I have to disassemble and rebuild Unity models for the error you mention it may take a bit as I've never done that :)

 
UPDATE: Cannabis mod appears to be working, located here on GitHub.  Please test is out and let me know!

Pinging @MajorMunchy, @Life2Death

@Gouki- I believe the block you are referring to is flagged as "Dev" in the XML.  I'm not seeing the error in a19.2 but I think I know what might be causing it so I "fixed" it.  Let me know if you see it and if so I'll do more testing on the latest build of 7d2d (unless you are on a specific build).

Some notable changes I made:

- Minor graphics update. Bongs are now more visible against the backpack background. 1 graphic scaled to reduce memory by ~100 kb

- Moved perks from now nonexistent YeahScience to Physician. Tried to scale original perks to fit new perk levels.

- Small Localization and loot group changes

For other non-bug requests, (there are several above) I'll be looking at making updates after I get MeanClouds other mods working in a19

 
Thank you very much doughphunghus, the mod works correct, it no longer shows the error.
The version I use is A19.3 b5 exp.
Regards

P.S. I also have the old versions of the scrapboneknives and forge1m mods installed, they work fine for me.

 
So first off let me say I love and appreciate this mod. The plants look great, it's easy to find and start a farm., and it even has purpose. That being said I would like to suggest a few tweaks and ideas. (Mind you I know little about writing mods so I don't even know if these are possible, but if they are, it would definitely be cool. However I am pretty tech suave and naturally good at learning coding. I even taught myself enough already to alter your mod on how the weed affects stats. That being said:

1: While I agree with the negative to perception and buff to fortitude, I would also subtract from agility (as reflexes are usually negatively affected) and add to intellect (as weed can be a great muse). I'd say strength is the least affected if at all so maybe randomize a +/-1 with bongs if anything. (Cause a bong can give you strength or knock you on your ass. lol)

2: Maybe add a glass pipe, and corn cob pipe that can be crafted from (obviously) corn.  Pipes could have like 5 uses (maybe more for glass) before they needs to be cleaned\repaired. I would give the pipes the same stat affect as joints. Also add blunts, The could be made from fiber and paper instead of just paper and last longer than joints or bowls.

3: Add a random chance for glass bongs and bowls to break. (Thought about adding something to a perception/fortitude skill tree that could lesson/nullify the chances, but couldn't find anywhere logically to add it.)

4: EDIBLES!!! Need I say more? I will anyways. The potential of the mod here is almost endless. Edibles could have added stat boosting affects to foods/drinks. 

5: Last but not least. Maybe split weed into 2 kinds. Sativa and Indica. This would be a big overhaul, as either type should have different stat effects. But it would open the mod to many more possibilities in each of the earlier mentioned ideas. (While this would be epic, I AM well aware of how much work it would take.) 

That's all I got for now. Again I wanna say thanks for making the mod to begin with. And if I can help, let me know. As I said I have little to no experience writing mods but I tend to naturally understand coding. So with a little guidance I I'm sure I could become fluent and helpful.

 
Last edited by a moderator:
Love your mods Cloud, really want Cannabis on A20, would love to see some of the things RogueRyter said, would really like to see slight visual effects like a bloom or saturation when smoking.

 
A20 version available on the 7D2D Mod Launcher already, I just haven't made a .zip and updated the topic here at the forums yet. :)

 
Can't seem to craft the bong.  even though I have the items in my inventory, it says I don't have the resources to craft this item in the forge.  What am I doing wrong?  I have the beaker and glass jar in my inventory but that is not how the forge normally works. You'd need to use the ingredients smelted in the Forge to craft something in it.

 
Last edited by a moderator:
Can't seem to craft the bong.  even though I have the items in my inventory, it says I don't have the resources to craft this item in the forge.  What am I doing wrong?  I have the beaker and glass jar in my inventory but that is not how the forge normally works. You'd need to use the ingredients smelted in the Forge to craft something in it.
I updated the xml so it crafts in the chem station and it worked.

Code:
<recipe name="toolBong" count="1" craft_area="chemistryStation" craft_time="120" tags="learnable">
			<ingredient name="toolBeaker" count="1"/>
			<ingredient name="drinkJarEmpty" count="1"/>
		</recipe>
 
That's an oversight, good catch -- I don't think I've needed to ever craft it because it's extraordinarily lootable.  I need to reduce the loot chance on it.  Damned thing is everywhere.

 
Back
Top