A Minecraft mod that adds drugs, their production chains, and associated effects. Available for Fabric, Forge, and NeoForge.
Current version: 1.21.11 · alpha Java: 21
| Substance | Source | Consumption |
|---|---|---|
| Cannabis | Grow → dry → roll | Joint, pipe, bong |
| Tobacco | Grow → dry → process | Cigarette, cigar, pipe |
| Coca / Cocaine | Grow → dry → extract | Snort (cocaine powder) |
| LSD / Psychedelics | Chemical synthesis | Vial |
| Peyote | Grow (cactus-like) | Peyote joint |
| Alcohol | Ferment → distill | Flask, bottle, mug |
| Caffeine | Coffee beans | Brewed coffee |
| Kava | Brew | Drink |
| Atropine | Belladonna / Jimsonweed | Extract |
| Bath Salts | Chemical synthesis | Inject |
| Harmonium | Rare / crafted | Special |
Each substance has its own influence system with escalating levels:
- Visual: motion blur, depth of field, color shifts, lens flare, heat distortion
- Gameplay: message distortion, altered movement, hunger/fatigue changes
- Hallucinations: entity hallucinations, drifting camera, reality rifts
- Social: drug dealers, addicts, and drug-aware villager trades
New plants spawn naturally in appropriate biomes:
- Cannabis — forests, plains, hills
- Tobacco — same as cannabis
- Coca — jungle (requires water)
- Coffea — forest biomes
- Hops — forests, hills
- Morning Glory — flower forest, meadow, lush caves
- Belladonna — dark forest
- Jimsonweed — jungle / sparse jungle
- Peyote — savanna, badlands, deserts
- Agave — badlands, deserts
- Juniper tree — dry hills and forests
New ores:
- Sulfur Ore, Salt Deposit, Pyrolusite, Phosphorus Ore — overworld underground
| Block | Purpose |
|---|---|
| Mortar & Pestle | Grinding raw materials |
| Drying Table / Iron Drying Table | Drying plants |
| Mixing Table | Combining substances |
| Distillery | Distilling alcohol |
| Barrel (6 wood types) | Fermenting / aging |
| Flask | Storing fluids |
| Wooden Vat (Mash Tub) | Mashing |
| Tray, Bunsen Burner, Lattice | Processing / growing support |
| Bottle Rack | Storage display |
Raw materials, dried plants, chemical compounds, smoked/consumed items, containers, and more. Includes:
- Smokeable: joint, peyote joint, cigarette, cigar, pipe, bong
- Drinkable: flask, obsidian bottle, filled glass bottle, filled bowl, wooden mug
- Injectable: syringe items
- Chemical compounds: LSD-25, ALD-52, mescaline, and many others (as vials/powders)
- Miscellaneous: rift jar, molotov cocktail, paper bag, harmonium crystal
/drug set <player> <type> <level>
/drug add <player> <type> <amount>
/drug lock <player> [type]
/drug unlock <player> [type]
/hallucinate <player> <type>
/vomit <player>
- Install Fabric Loader 0.18.4+
- Install Fabric API for 1.21.11
- Drop the
-fabricjar into yourmods/folder
- Install Forge 1.21.11-61.1.4+
- Drop the
-forgejar into yourmods/folder
- Install NeoForge 21.11.38+
- Drop the
-neoforgejar into yourmods/folder
Requirements: Java 21 (JAVA_HOME pointing to a JDK 21)
# All loaders
./gradlew build
# Fabric only
./gradlew :fabric:build
# Run dev server (Fabric)
./gradlew :fabric:runServer
# Run dev client (Fabric)
./gradlew :fabric:runClientRun these before pushing anything that touches rendering or shaders:
# 1) Fast — Java only
./gradlew :fabric:compileJava
# 2) Client bootstrap + post-shader pipeline (DISPLAY or xvfb-run on Linux)
./gradlew :fabric:smokeClient
# same as: bash dev-tools/run_client_smoke.sh
# 3) Orchestrator: compile + client smoke + optional server RCON scenarios
python3 dev-tools/visual_test/run_visual_tests.py --tier smoke # compile + client
python3 dev-tools/visual_test/run_visual_tests.py --tier full # + server + capture hooks
# Legacy: full build + server + RCON
bash dev-tools/smoke-test.sh
bash dev-tools/smoke-test.sh --skip-buildsmokeClient checks the log for CLIENT_SMOKE_OK, all 6 post shaders (Post-effect shader pipeline:), and fails on known regressions (e.g. USAGE_COPY_DST UBO crashes). It does not prove pixels are correct—after changes, still open a world and confirm the screen is not black.
Rendering note: 2D post chains must run in GameRenderer before the GUI depth clear (same phase as vanilla’s postEffectId). Running them from the HUD mixin or at render tail caused double processing and black screens.
In-game settings screen (accessible via ModMenu on Fabric or the mod config button):
- Visuals — shaders, overlays, depth of field, motion blur, sun flare
- Sounds — drug theme music
- Gameplay — message distortion, harmonium, rift jars, molotovs
- Balancing — world generation rates for each plant/ore
MIT