Features

Current gameplay systems and progression flow in oxide-weed.

What players can do with oxide-weed, and the default numbers behind each system. Every number here can be changed — see Configuration.

Growing

Players use a cannabis seed from their inventory to start planting. They place a pot, add fertilizer, and water the seed. The seed itself carries the strain — a seed from a strong strain grows into a strong plant.

Each character can have up to 40 plants growing at once, loose pots and grow tents together (Plants per player in /weed settings; 0 removes the limit).

The plants, the wild plant, the pot, and the soil are Oxide models streamed with the resource, and every growth stage sits in the same black nursery pot used when planting.

Growth stages

Plants grow through 4 visible stages. With default settings, each of the first three stages takes 1 hour, so a plant is ready to harvest about 3 hours after planting. Grow lamps and the strain's growth speed can shorten that.

StageWhat you see
1Seedling
2Young plant — gender can now be checked
3Flowering plant
4Fully grown — ready to harvest

Water, fertilizer, and care

Plants start at 50% water and 50% fertilizer, and both drain slowly over time (water a little faster than fertilizer). Hardy strains drain slower.

If either one hits zero, the plant dies and disappears — players need to check on their crops.

The final quality of the harvest comes from two things:

  • the strain's genetics
  • how well the plant was cared for — keeping water and fertilizer topped up and a grow lamp nearby all help

Harvesting

Only female plants produce buds. Harvesting is a short minigame where the player picks buds off the plant. Each harvest:

  • gives 3–8 fresh weed buds by default (better strains and better care give more)
  • carries the strain and quality onto every bud
  • returns the plant pot
  • has a 25% chance to also give a seed, so players can replant

Wild Plants

Wild cannabis grows in zones you define on the map. Two example zones near Route 68 ship enabled by default.

Wild plants are how new players get started — they're the main way to find seeds without buying from another player.

  • harvesting works the same bud-picking way as grown plants
  • gives 1–4 buds per plant
  • 40% chance to find 1–2 seeds (higher than grown plants on purpose)
  • awards 15 XP per harvest
  • each plant regrows 30–60 minutes after being picked

Genetics and Breeding

Every strain has 10 stats (called traits): potency, flavor, yield, resilience, growth speed, THC, CBD, aroma, density, and frost. These affect everything — how fast the plant grows, how many buds it gives, and how strong the final product feels.

Quality grades

Each item shows a quality grade based on its score out of 100:

GradeScore
Gas80+
High60–79
Mid40–59
Poor20–39
Dirtbelow 20

Higher grades sell for more.

Gender

  • players can check a plant's gender from stage 2 onward
  • 40% of plants are male by default
  • male plants can't be harvested for buds — instead, they can be turned into pollen for breeding
  • female plants are the ones you harvest

Pollen and crossbreeding

Crossbreeding unlocks at level 3. The flow:

  1. Gather pollen from a male plant (this uses the plant up, and gives the pot back, until the player reaches level 9; from then the male stays and has pollen again an hour later).
  2. Go to a weed table.
  3. Combine the pollen, a cannabis seed, and a baggy.
  4. Get a brand-new hybrid seed that mixes the parents' traits — with its own generated name.

By default, offspring inherit 40% of each trait from the male and 60% from the female. Every trait gets a random shift of up to ±2 points (mutationRange × mutationRate), then rounds to the nearest 5 and stays within 0–100. There is no generation limit.

Drying

Fresh buds must be dried before they can be processed. There are three ways to dry, unlocked as players level up.

Weed table (available from the start)

The weed table doubles as a drying surface:

  • holds up to 14 buds
  • 30 minutes to dry by default
  • supports up to 3 heaters placed around it — each heater speeds drying by 50% (so 3 heaters dry buds 2.5x faster)

Buds can be taken back off the table before they finish — they come back as fresh buds, and those buds' drying progress is lost.

Drying rack (unlocks at level 3)

A standalone rack with four hanging bars. Buds hang upside down from the bars to dry:

  • 4 bars, 8 buds each — 32 buds total
  • 20 minutes to dry by default
  • click a bar to load, collect, or take down its buds; loading means clicking buds in a bowl on the rack's shelf, and each one swings up onto the bar

Freeze dryer (unlocks at level 7)

The fastest, highest-capacity option: a stainless two-door freezer.

  • 18 trays on 9 shelves per side, 8 buds each — 144 buds total
  • 10 minutes to dry by default
  • the doors swing open while someone is working in it, and everyone nearby sees them open
  • pick a shelf and its tray slides out; lay buds on it one at a time from a bowl, click dried buds to collect them, or take out buds that are still drying (they come back undried)

Processing

Pruning

Using trimming scissors on dried buds trims them down:

  • 2–5 pruned buds per dried bud (3–5 from level 7)
  • plus 1–3 cannabis leaves as a byproduct

Bagging

At the weed table, players combine 1 pruned bud + 1 baggy into a 1-gram bag (weed_1g) — the basic street unit.

Packaging

Also at the weed table, gram bags combine into bigger sale units:

  • 3 grams → 1 eighth
  • 2 eighths → 1 quarter
  • 2 quarters → 1 half
  • 2 halves → 1 ounce

Brick press (unlocks at level 8)

The brick press compresses 10 dried buds of the same strain and quality into 1 weed brick, with a hands-on pressing animation. The strain carries onto the brick. Awards 60 XP per brick.

Smoking

Players roll their own joints and blunts:

To roll a...Use this itemAlso needs
Jointrolling_papersweed_1g and a lighter
Bluntcigarillo_wrapsweed_1g and a lighter

The strain in the gram bag carries onto the joint or blunt — smoking a Gas-grade joint feels noticeably different from a Dirt-grade one.

When smoked, the strain's traits drive the experience:

  • how strong it feels — potency and quality set the screen effects and wobbly movement
  • how long it lasts — 5 to 10 minutes by default, based on density (blunts last 25% longer and hit a little harder)
  • stress relief — CBD reduces stress
  • the munchies — THC makes the player hungrier
  • healing — CBD slowly restores health while the effect lasts

The stress, hunger, and healing effects can each be turned off in /weed settings. There's a 60-second cooldown between smoking sessions.

Progression

Players level from 1 to 10, then keep climbing through five master ranks (see below). Almost everything awards XP: planting, watering, fertilizing, harvesting, gender checks, pollen, crossbreeding, drying, pruning, bagging, packaging, brick pressing, wild harvesting, rolling and smoking. Selling through oxide-drugselling also awards XP, by weight: 10 XP a gram by default, so an ounce pays 240 whatever size the weed is sold in (set in oxide-drugselling).

XP pays for what takes skill rather than for repetition:

  • Watering and fertilizing pay only when the plant needed it (below 90%). Topping up a full plant still works, it just pays nothing.
  • Harvests pay by grade: a Gas harvest pays three times what a Dirt one does.
  • Crossbreeding and pollen pay well, since pollen takes a male plant's grow. A male kept by Gentle Collection only has pollen again an hour later.
  • Drying pays when the dried buds are collected, not when they're put down.
  • First times: the first time a character plants, waters, fertilizes, harvests (also from a tent and in the wild), collects dried buds, trims, bags, crossbreeds and presses a brick pays a one-time bonus, so a new grower reaches level 2 in their first session.
  • Personal bests: a harvest that beats the player's best quality by 5 points, or a higher generation than they have ever harvested, pays extra.

Every grant shows as a "+XP" pop-up near the bottom of the screen, with a line for each first time or record. A level-up shows a banner listing what the level unlocked, alongside a message, and a new master rank shows a banner with the rank's title. With Oxide HUD, each player can move the pop-ups and the banner, or switch them off, in /hud (see Integrations - Oxide HUD).

Default unlocks:

LevelWhat unlocks
2Street selling (via oxide-drugselling), lab reports, second-tier strains, Grow Box
3Crossbreeding, drying rack, third-tier strains
4Seed cloning, fourth-tier strains, Grow Tent
5Fifth-tier strains, carbon filter
6Large Grow Tent; Green Thumb: plants you plant lose water and fertilizer 10% slower
7Freeze dryer; Gelato; Clean Trim: a trim gives at least one more bud
8Brick press; Wedding Cake; Seed Saver: +10% chance of a seed at harvest
9Durban Poison; Gentle Collection: gathering pollen keeps the male plant; Expansion: one more grow tent
10Master Grower: a little more quality on plants you plant, and seed cloning 20% cheaper; registering a signature strain once you've mastered a crossbreed

Past level 10, every 4,000 XP is a master rank, and each rank lets the player pick one more perk (see Master ranks).

The perks from level 6 change the work itself. Perks for growing (Green Thumb, Master Grower's care) belong to the player who plants and stay with the plant; the rest belong to whoever does the action.

Gelato, Wedding Cake and Durban Poison are premium strains, each leading the catalogue on one trait (flavor, density, THC). They never grow wild: their seeds come in sealed packs from the Germinator, sold from the strain's level, and using a pack opens it into three seeds.

/weed stats opens the Grower Profile (← → change tab, BACKSPACE closes):

  • Overview: level and XP, the master rank title, what's planted and sold, the journal (harvests, best quality, best generation), the perks the player has (level perks and rank picks), the next unlocks, mastery badges, and the player's signature strains with their reputation.
  • Strains: every catalogue strain (locked ones greyed with their level) and the player's own crossbreeds, each with its mastery tier, harvests and best quality. Picking a strain shows how far it is to the next tier, the units sold, what each tier gives, and the strain's traits once a tier shows them. A signature strain shows its reputation; one of the player's own crossbreeds shows what registering it needs.
  • Goals: the day's and the week's goals, each with its progress and XP, and how long until they reset (see below).
  • Ranks: the master ranks, the XP to the next one, and the perks to pick from (see below).

It's built from your current settings, so changing a level in /weed settings changes the profile too. The Growing Manual has a spread listing what each level opens.

An optional loose-pot cap (off by default) limits how many loose pots a player can have growing by their level, from 6 at level 1 to 24 at level 10. While it's on, the profile shows the player's pots against their cap.

Strain mastery

Each character masters each strain separately by harvesting it. Their own crossbreeds count the same way as the catalogue strains.

TierHarvests of the strainReward
Familiar5The strain's traits show in the profile, with no lab report
Skilled155% more buds when this player harvests it
Master40A little more quality on the strain's plants this player plants, a "Blue Dream Master"-style badge, and 250 XP once

Every tier reached keeps its reward, and the player is told when they reach one. The first-ever harvest of each strain pays 50 XP, capped at three new strains per server day. Harvesting that same strain on a later day does not pay the bonus again.

While oxide-drugselling runs, its street sales also count the units sold of each strain on the profile. Nothing needs it: without it, mastery counts harvests only.

The tiers, their rewards and the first-harvest XP are all under Strain Mastery in /weed settings.

Daily and weekly goals

Each character gets three daily goals and two weekly ones, such as "Harvest 3 plants", "Harvest 2 plants of High grade or better", "Dry 40 buds on a rack" or "Crossbreed a seed of generation 3 or later". They're drawn for the player's level, and the targets and XP grow as the player levels.

  • XP only. A goal pays its XP once, when it's done, with a "Daily goal" or "Weekly goal" line on the "+XP" pop-up and a message.
  • Only real work counts. An action counts toward a goal only when it paid XP, so watering a full plant or putting buds down to dry counts for nothing.
  • Sale goals ("Sell 15 units on the street") appear only while oxide-drugselling runs, and count its sales.
  • Resets: daily goals reset at midnight and weekly goals on Monday at midnight, on the server's clock. The Goals tab counts down to both. Unfinished goals simply go; nothing else resets.
  • Swaps: once a day, a player can swap an unfinished daily goal for another. Pick it in the Goals tab and press ENTER twice. Its progress is lost.

The pool of goals, how many are drawn, the reset times, the swaps and the level scaling are all under Grower Goals in /weed settings.

Master ranks

XP keeps counting after level 10. Every 4,000 XP past the level 10 mark is a master rank, up to five, and nothing resets:

RankTitleTotal XP
1Master Grower I15,000
2Master Grower II19,000
3Master Grower III23,000
4Master Grower IV27,000
5Master Grower V31,000

Each rank gives one perk pick. The player chooses from this pool, and each perk can be picked once:

PerkWhat it does
Annex+1 to their grow tent limit (on top of Expansion at level 9)
Quick CureBuds they put on a weed table, drying rack or freeze dryer finish drying 15% sooner. The buds show part dried as soon as they're placed
Heavy Harvest+1 bud every time they harvest a plant, in a pot or a tent
Wild GenesTriples the mutation range: up to ±6 points before rounding, giving more visible five-point trait changes
Lab AccessFree lab reports at the scientist

How it plays:

  1. When a player reaches a rank, they get a message and a banner with the rank's title. The banner says a pick is waiting.
  2. They open /weed stats and go to the Ranks tab. It lists each rank, what it was picked for, and the perks still to pick.
  3. They move to a perk and press ENTER, then ENTER again to confirm. The perk works at once and shows on the Overview with the rank it was picked at.
  4. Picks stay. To choose again, the player visits the scientist and picks Reset Master Perks, which clears every pick for $25,000 in dirty money. A player with an extra grow tent from a pick packs it up first. They then pick again in the Ranks tab.

Ranks also make daily and weekly goals a little bigger and better paid: each rank counts as one more level when goals are scaled. The ranks, the XP per rank, the perk pool, the titles and the reset price are all under Master Ranks in /weed settings.

Signature strains

A grower who has truly mastered one of their crossbreeds can register it under a name of their own. The name is the strain's name for the whole server, and the strain builds a reputation from street sales.

What it takes (the defaults):

  • grower level 10;
  • the Master tier of strain mastery on a crossbred strain (40 harvests of it). Catalogue strains can't be registered;
  • $50,000 in dirty money, paid to the scientist;
  • fewer than two signature strains already. Each crossbreed can be registered once, by one player.

Registering one:

  1. Go to the scientist and pick Register a Signature Strain.
  2. Pick the crossbreed from the list. Only the ones the player can register right now are shown.
  3. Type the name and confirm. The name must be 3 to 24 characters of letters, digits, spaces, hyphens or apostrophes, starting and ending with a letter or a digit. It can't match any other strain's name, including names crossbreeding could give a strain, and it can't contain a blocked word.
  4. The player is told the strain is theirs, and the strain goes by its new name at once.

What carries the name. From then on, the strain's harvests, seeds, plants and clones carry the name. Items made from other items keep the name they were made with, so dried, trimmed, bagged, packaged and pressed weed made from buds harvested earlier keeps the old one.

Reputation. Each signature strain has one reputation for the whole server. Every street sale of it through oxide-drugselling builds it, whoever sells it: more for every gram, and more for better grades. A police seizure of a grow tent growing it costs it 25 (not when the officer seized their own tent). It never fades with time. It runs from 0 to 1,000, through five tiers:

TierReputation from
Unknown0
Known50
Respected200
Renowned450
Legendary800

Price. A strain with reputation can sell for more on the street, up to 15% at 1,000. That needs one line added to oxide-drugselling's weed pricing by the server owner (see Configuration); without it, reputation is shown but doesn't change the price.

On the Grower Profile, the Overview lists the player's signature strains with their tier and reputation, and each strain's card in the Strains tab shows its reputation, the way to the next tier and, while the price line is in place, the bonus it adds. One of the player's own crossbreeds shows what registering it needs.

Everything here is under Signature Strains in /weed settings. Admins can take a name away with /weed unregister (see Admin).

The Grower app on the phone and tablet

On servers that run oxide-phone or oxide-tablet, the Grower Profile is also an app called Grower. Players get it from the device's app store like any other app, or the server owner preinstalls it. It holds what /weed stats does:

  • Profile: level and XP, the master rank, what's planted and sold, the journal, the perks the player has, the next unlocks, mastery badges and signature strains.
  • Strains: every strain with its mastery tier. Tapping one shows its tiers and rewards, its reputation as a signature strain, its traits, and what registering one of the player's crossbreeds needs.
  • Goals: today's and this week's goals with their progress and countdowns. Tapping a daily goal shows it with a Swap button (tap it twice to swap).
  • Ranks: the master ranks, the XP to the next, and the perks to pick. Pick, then Confirm, picks a perk.

The app follows each device's look. On the phone it uses the phone's light or dark mode and text size, with tabs along the bottom; on the tablet it has a sidebar, and each list sits beside its details. Registering a signature strain and resetting perk picks stay at the scientist; the app shows what they need and cost.

Two home-screen widgets come with it on each device, which players add from the home screen's edit mode:

  • Grower level: the way to the next level (past level 10, to the next master rank), and a note when a perk pick is waiting.
  • Grower goals: today's goals and their progress.

They update as the player earns XP. While a perk pick is waiting, the app's icon shows a badge.

Every swap and pick goes through the same server checks as /weed stats. Without either device nothing changes, and /weed stats is the way in. The settings are under Grower App in /weed settings (see Configuration).

The Supply Store

The Germinator is the supply store NPC (a map blip is on by default). It always charges regular cash. Equipment that needs a level shows that level in the list, and the store won't sell it until the player reaches it.

Default stock: plant pots, fertilizer, water, baggies, trimming scissors, grow lamps, heaters, weed tables, watering cans, water containers, water hoses, storage totes, freeze dryers, the three grow tents, the carbon filter kit, and the Gelato, Wedding Cake and Durban Poison seed packs.

Not stocked by default: the drying rack, brick press, growing manual, rolling papers, cigarillo wraps, and lighter. Add any of these (or your own items) through Custom items in the Store section of /weed settings if you want the Germinator to sell them.

The Scientist

Best Buds Laboratories is a second NPC offering paid services (no map blip by default):

  • Lab report — $500, requires level 2. Full trait breakdown of a seed. Free with the Lab Access master rank perk.
  • Seed cloning — requires level 4. Duplicate a seed: 5 copies for $2,500, 10 for $4,000, or 25 for $7,500, all 20% cheaper at level 10.
  • Register a Signature Strain — $50,000. Names a mastered crossbreed (see Signature strains).
  • Reset Master Perks — $25,000. Clears every master rank pick so the player can choose again (see Master ranks).

The scientist is the one place dirty money rules apply — see the Dirty Money section of /weed settings.

Equipment

Players can place these in the world (they persist through restarts):

  • Weed table — drying, bagging, packaging, and crossbreeding all happen here
  • Storage tote — a small personal stash (15 slots by default)
  • Water tanks — store water in bulk (small holds 500, large holds 1000); refill watering cans from them, or connect a water hose to the tap (see below). A tank you pick up keeps its water and gets it back when you place it again
  • Drying rack, freeze dryer, brick press — see their sections above
  • Grow lamps — speed up nearby plants (up to 4 per plant)
  • Heaters — snap onto weed tables to speed up drying
  • Grow tents — see below

The watering can holds 100 water. Each pour uses 10 of it and gives the plant 25, whether you water from the plant's menu or use the can item next to a plant. A can with less than 10 left can't pour until you refill it from a tank.

By default, only the player who placed something can pick it back up (the Require ownership setting).

The Water Hose

The water_hose connects to a water tank and waters several plants at once, straight from the tank.

  1. Connect it. Use the hose next to a tank, or pick Connect Hose on the tank, then hold LMB to twist the coupling onto the tap. The hose hangs coiled on the side of the tank, and the item leaves your inventory.
  2. Take the nozzle. Anyone standing at the tank can pick Take Hose. While you hold it you can walk around, but you can't sprint, jump, draw a weapon or use other targets.
  3. Spray. Hold LMB to spray where your camera points. Scroll switches between a jet (reaches about 7 m) and a shower (about 3.5 m, with a wider splash). Every plant the stream passes through or splashes gets watered, and a water bar rises over each one.
  4. Put it back with BACKSPACE. To take the hose off the tank, pick Disconnect Hose while nobody is holding it.

The numbers:

  • Spraying drains the tank by 5 units a second for the jet and 3 for the shower, whether or not the water hits anything.
  • Each tank unit gives a plant 2.5 water, the same as pouring from the watering can. When the spray reaches several plants, they share the water; a full plant takes no more.
  • A plant earns the watering XP each time it has received 25 water from the hose.
  • The stream loses range as the tank empties and sputters when it is almost dry. An empty tank stops the spray; fill it with water as usual.
  • The hose is 12 m long. The HUD warns when it is nearly out; pull further and it reels back onto the tank. It also goes back if you die, get into a vehicle, draw a weapon, start swimming, or open something that takes over the camera.
  • A tank with a hose on it can't be picked up — disconnect the hose first. With Require ownership on, only the player who connected the hose, or the tank's owner, can disconnect it.

Everyone nearby sees the hose, the nozzle in the holder's hand and the water.

Grow Tents

A grow tent holds plants in fixed slots under its own light. There are three sizes:

ItemSizePlantsLevelPrice
grow_boxA steel cabinet with two doors, 1.22 × 0.61 × 1.70 m22$1,500
grow_tentA 4x4 ft tent, 1.22 × 1.22 × 2.03 m44$4,500
grow_tent_largeA 4x8 ft tent with two doors, 2.44 × 1.22 × 2.03 m86$9,500
carbon_filterA carbon filter and fan that hangs inside a tent—5$1,200

Setting one up. Use the item and place it like other equipment. Place it on the floor you are standing on. The ground must be roughly flat and the space clear: no wall or object inside it, and no other tent, loose pot, lamp, equipment or heater right next to it. Equipment and heaters can't be placed inside a tent either. A player can have 2 tents by default.

Tending. Pick Tend Plants on the tent. The door opens and the camera looks in. Pick a slot with the arrow keys or the mouse and press ENTER to see what grows there and what you can do:

  • an empty slot: Plant a seed (pick the seed from your inventory; it needs a pot like any planting);
  • a growing plant: Water, Fertilize, Check gender and Remove plant;
  • a grown plant: Harvest, or Gather pollen from a male.

Each one runs the usual planting, pouring or harvesting game. BACKSPACE goes back, and from the overview it leaves. One player works in a tent at a time. Plants in a tent can only be worked from inside the tent, not from outside or with the water hose.

What a tent does for the plants.

Grow BoxGrow TentLarge Grow Tent
Growth speed (a grow lamp is 1.5)1.51.61.7
Care bonus (raises quality; it still tops out at 100)+0.03+0.05+0.08
Harvest yield×1.05×1.10×1.15
Water and fertilizer use×0.90×0.85×0.80
Police alert chance at planting and harvest×0.5×0.7×0.8
Extra harvest XP per plant358

The weather has no effect inside a tent: no rain bonus, and no cold or heat penalty. Grow lamps can't go inside a tent; the tent has its own light. Plants in a tent grow into a compact, trained shape that fits their slot.

The door. Pick Open Tent or Close Tent to show or hide what's inside. A tent's zip-up flap rolls up to the top of the opening; the grow box's doors swing open. The light inside only shows while a door is open. Tending opens the door, and it shuts again when you finish if tending opened it.

Carbon filter. Pick Fit Carbon Filter with the kit in your inventory. It cuts the police alert chance at the tent's plants to 0.35 of the tent's own, and it stops the smell: anyone within 6 m of a tent with no filter and plants in flower is told something smells, and police notice from 12 m.

Packing up. Pack Up Tent gives the tent back. Harvest or remove the plants and take the filter out first. With Require ownership on, only the player who placed the tent can pack it up or take its filter out. The tent's owner can also remove a plant someone else put in it.

Who can use a tent. By default anyone can open a tent and work its plants, the same as plants in the open. Switch Who can tend to Only the owner to keep others out. Players only see the options they can use: other players don't see Tend, Open or Fit Carbon Filter on an owner-only tent, or Pack Up Tent and taking the filter out while Require ownership is on. Each player is only told which tents are their own, never who owns the rest.

Police. On-duty police can pick Seize Grow. After 10 seconds the tent, its filter and every plant in it are destroyed, and the owner is told if they are online. Each signature strain growing in the tent loses some of its reputation, unless the officer owns the tent.

Placement Zones

You control where players may plant and place equipment, and you pick which way round it works:

  • Blocked areas — everywhere is fair game except the areas you draw. A Legion Square example ships enabled.
  • Allowed areas only — the reverse: nothing can be planted or placed except inside the areas you draw. Handy for keeping grows penned into one district.
  • Off — no restriction at all.

Both lists are kept separately, so you can draw one of each and flip between them without losing any shapes. Zones are drawn directly in the world from /weed settings using a fly-around shape editor. The block is enforced on both the player's screen and the server, so it can't be bypassed.

Item Usage Whitelist

You can restrict individual items to particular jobs or gangs — seeds to one crew, a drying rack to another, and so on. Each rule takes a list of jobs, a list of gangs, a minimum rank, and an optional on-duty requirement; a player passes if they match on either the job side or the gang side. Items you don't write a rule for stay usable by everyone, so nothing changes until you opt in. Rules are set from /weed settings and apply the moment you save.

Police Alerts

Growing can carry a risk of being reported. Each time a player starts a stage — planting, harvesting, drying or brick pressing — the server rolls a configurable chance that police get a dispatch call at the plant's or table's location. In a grow tent the chance is lower, and lower again with a carbon filter (see Grow Tents). Every stage has its own chance, so you can leave planting quiet and make an established grow the risky part. Wild plant harvesting never alerts.

The alert is raised entirely on the server from the site's stored position, so it can't be suppressed or moved by the player who triggered it. A cooldown per site stops one grow generating a stream of calls, and the message deliberately doesn't name the drug — responders get a location and a reason to look.

This ships switched off, and works with the common dispatch resources or, with none installed, as a notification and map blip. Set it up under Dispatch in /weed settings (Advanced tab); see Configuration.

Gang Territories

If you run oxide-gangs, where you grow matters. Plants growing inside a gang territory use that territory's yield and growth modifiers, so a good patch of turf grows faster and harvests bigger. The plant menu's time-remaining readout accounts for the territory speed bonus, so it matches what you see on the plant.

The modifiers are set per territory in oxide-gangs (starting values in oxide-gangs/shared/config/territories.lua, editable from its admin panel — see Zone modifiers). Without oxide-gangs, or outside any territory, nothing changes.

Gangs and Skill Systems

Two optional links to other resources. Both do nothing until you set them up, and nothing breaks without them.

  • Gang influence — with oxide-gangs, each plant harvest and brick press can add influence for the grower's gang where it happens. It ships off; turn it on under Gang Activity in /weed settings (Advanced tab). oxide-gangs applies its own hourly cap. See Configuration.
  • Skills mirror — if your server runs a global skill system (pickle_xp, ot_skills, evolent_skills, or o-link's own skills), set Skills mirror under Grower XP to one of its skill names and every grower XP grant is added to that skill too.

Live In-Game Settings

Everything this resource does is configurable in game with /weed settings (admin only): prices, timers, XP rewards, the level curve, perks, strains and their traits, store stock, NPC models and locations, wild plant zones, placement zones, item usage rules, and more. Changes are saved to the database, apply to every player immediately without a restart, and NPC or zone changes take effect on the spot — move the store and the NPC walks to work at the new address the moment you save.

The Growing Manual

The growing_manual item opens an illustrated in-game guide covering the whole loop — planting, genetics, drying, processing, equipment, and what each level opens. Players who read it don't need to ask in Discord how anything works.

Next Steps