Features
Complete overview of all gameplay mechanics in oxide-weed including cultivation, genetics, drying, selling, and progression.
Cultivation
Plants grow through four visual stages over real time. Each stage has a configurable duration that can be accelerated by grow lamps and the plant's growth_speed trait.
Planting Process
- Use a cannabis seed from your inventory
- Place a plant pot on the ground (animated placement)
- Pour fertilizer into the pot
- Position the seed and drop it in
- Water the planted seed
The seed, pot, and fertilizer are consumed. The seed's genetic metadata determines the resulting plant's strain, traits, and potential quality.
Growth Stages
| Stage | Default Duration | Description |
|---|---|---|
| 1 (Seedling) | 1 hour | Small sprout |
| 2 (Vegetative) | 1 hour | Small plant, gender can be checked |
| 3 (Flowering) | 1 hour | Medium plant |
| 4 (Mature) | ~83 hours | Large plant, ready to harvest |
Growth time for the final stage is significantly longer by default (60 * 500 seconds). Grow lamps with a 1.5x multiplier and the plant's growth_speed trait (up to 1.3x) stack multiplicatively to reduce this.
Resource Management
Plants consume water and fertilizer over time:
- Water decays at 0.2 units per minute (configurable via
Config.PlantSettings.waterDecayRate) - Fertilizer decays at 0.1 units per minute (configurable via
Config.PlantSettings.fertilizerDecayRate) - Both start at 50 when planted
- If either reaches 0, the plant dies and is removed
The plant's resilience trait reduces decay rates by up to 50%.
Care and Quality
Quality is determined by two factors:
- 70% Genetics — The strain's weighted trait score (potency, THC, density, frost, flavor, aroma, CBD)
- 30% Care Factor — Derived from current water (10%), fertilizer (10%), and lamp presence (10%)
The care factor is sampled every update tick and averaged over the plant's lifetime. Quality is locked when the plant reaches the final growth stage.
Harvesting
When a female plant reaches stage 4:
- Interact with the plant to start harvest
- Pick buds off one by one (visual minigame with animated bud plucking)
- Receive weed buds with strain and quality metadata
- Plant pot is returned to inventory
Yield is influenced by:
- Base yield range: 3-8 buds (configurable)
- Quality multiplier: higher quality = more buds (minimum 50% at quality 0)
- Yield trait multiplier: up to 1.5x at max yield trait
- 25% chance to find a bonus seed during harvest
Plant Labels
Floating text labels appear above plants and drying racks showing:
- Growth stage
- Water and fertilizer levels
- Quality grade
- Strain name
- Gender (once determined)
Labels scale based on distance and are only visible within Config.Labels.maxDist (default 2.0 units).
Wild Plants
Wild cannabis spawns in configurable polygon zones across the map. Players can harvest wild plants to discover base strains and collect seeds.
Zone Configuration
Each zone defines a polygon area where plants randomly spawn:
- Zones are defined with polygon vertices in
Config.WildPlants.zones - Each zone specifies a plant count
- Plants use ground-level Z interpolation from polygon vertices
Harvesting Wild Plants
- Interact with a wild plant via ox_target
- Pick buds using the same minigame as cultivated plants
- Yield: 1-4 buds per plant
- 40% chance to find 1-2 seeds (higher than cultivated 25%)
- Awards 15 XP per harvest
Respawn
After harvesting, wild plants respawn at a random position within the same zone after 30-60 minutes (configurable). Each respawn generates a new random strain using inverse-quality weighting (lower quality strains appear more frequently).
Genetics and Breeding
Traits
Every strain has 10 genetic traits, each valued 0-100:
| Trait | Quality Weight | Effect |
|---|---|---|
| Potency | 20% | Overall strength, smoking intensity |
| THC | 18% | Causes hunger, speed reduction when smoked |
| Density | 13% | Bud compactness, smoking duration |
| Frost | 13% | Trichome coverage, visual smoke effects |
| Flavor | 13% | Taste profile, sell price bonus |
| Aroma | 13% | Smell intensity, sell price bonus |
| CBD | 10% | Healing and stress relief when smoked |
| Yield | — | Increases harvest bud count (up to 1.5x) |
| Resilience | — | Reduces water/fertilizer decay (up to 50%) |
| Growth Speed | — | Accelerates growth time (up to 1.3x) |
Traits marked with "—" do not contribute to the quality score but affect gameplay mechanics.
Quality Grades
| Grade | Score Range | Sell Multiplier |
|---|---|---|
| Gas | 80-100 | 1.4x |
| High | 60-79 | 1.15x |
| Mid | 40-59 | 1.0x |
| Poor | 20-39 | 0.75x |
| Dirt | 0-19 | 0.5x |
Gender
- Gender is determined when a player checks the plant at growth stage 2 or later
- 40% chance of male, 60% chance of female (configurable via
Config.Genetics.maleChance) - Only female plants can be harvested for buds
- Male plants can provide pollen for crossbreeding
Pollen and Crossbreeding
- Gather pollen from a male plant (destroys the plant by default)
- Crossbreed at the weed table: combine pollen + seed + baggy
- Offspring inherits traits with 40% male bias, 60% female bias
- 10% mutation rate with up to 20-point variance per trait
- Trait values are rounded to nearest 5
- Generation increments: max of parent generations + 1
Crossbreeding requires progression level 3. Each unique trait combination is registered in the strain registry with a procedurally generated name.
Base Strains
| Strain | Base Quality | Required Level | Notable Traits |
|---|---|---|---|
| Generic | 50 | 1 | Balanced but low |
| OG Kush | 65 | 2 | High aroma |
| Purple Haze | 75 | 2 | High CBD, good yield |
| Sour Diesel | 70 | 3 | Very high aroma, fast growth |
| Blue Dream | 72 | 3 | Excellent flavor and CBD |
| Northern Lights | 74 | 4 | High yield and resilience |
| White Widow | 85 | 4 | Exceptional frost (90), high density |
| Girl Scout Cookies | 82 | 5 | Top-tier flavor (85) and potency (80) |
| Granddaddy Purple | 80 | 5 | Maximum density (90), high CBD |
| Amnesia Haze | 88 | 5 | Highest potency (95) and THC (90) |
Drying
Fresh buds must be dried before trimming. Place buds on a weed table (which doubles as a drying rack).
Drying Rack Mechanics
- 14 slots per weed table (7 undried side, 7 dried side)
- Base drying time: 30 minutes (configurable via
Config.Drying.dryingTime) - Buds move from undried to dried slots when complete
- Removing undried buds resets their drying progress
- Visual bud models appear on the table at configured offsets
Heaters
- Place up to 3 heaters per drying rack
- Each heater applies a 1.5x drying speed multiplier
- 3 heaters = buds dry in approximately 1/3 of the base time
- Heaters snap to predefined offset positions near the rack
- Removing a drying rack returns all linked heaters to the player
Freeze Dryer
An advanced drying unit for high-volume operations. Requires progression level 7.
Specifications
| Setting | Value |
|---|---|
| Drying time | 10 minutes |
| Total trays | 18 (2 columns x 9 stacked) |
| Buds per tray | 8 |
| Total capacity | 144 buds |
| Required level | 7 |
| Store price | $17,500 |
How It Works
- Place the freeze dryer as equipment
- Interact to open the NUI panel
- Select a strain from your inventory and load buds
- Buds are distributed across trays automatically
- Monitor tray status on the Trays tab
- Collect dried buds or cancel and return undried buds per tray
Processing
Trimming
Use trimming scissors on dried buds to prune them:
- Produces 2-5 pruned buds per dried bud (configurable)
- Produces 1-3 cannabis leaves as a byproduct
- Chance to find a seed during trimming
- Metadata (strain, quality) carries from dried bud to pruned buds
Seed Discovery
Seeds can be found during harvesting with a 25% chance per harvest (Config.Genetics.seedFromHarvestChance). Found seeds carry the parent plant's full genetic metadata.
Packaging
All packaging happens at the weed table.
Bagging
- Interact with a weed table and select "Bag Weed"
- Choose a strain if you have multiple
- Drag-and-drop NUI: drag pruned buds into a baggy
- Each bag consumes 1 pruned bud + 1 baggy = 1 weed_1g
Tiered Packaging
| Input | Amount | Output | Amount |
|---|---|---|---|
| Weed (1g) | 3 | Weed (1/8 oz) | 1 |
| Weed (1/8 oz) | 2 | Weed (1/4 oz) | 1 |
| Weed (1/4 oz) | 2 | Weed (1/2 oz) | 1 |
| Weed (1/2 oz) | 2 | Weed (1 oz) | 1 |
Select "Package Weed" at the weed table, choose a conversion and strain, set quantity, and confirm. A 4-second progress bar plays during packaging.
Smoking
Rolling
| Item | Requires | Consumes | Produces |
|---|---|---|---|
| Rolling Papers | weed_1g + lighter | weed_1g + rolling_papers | Joint |
| Cigarillo Wraps | weed_1g + lighter | weed_1g + cigarillo_wraps | Blunt |
Use rolling papers or cigarillo wraps from inventory to start rolling. A progress bar completes the roll.
Smoking Effects
Use a joint or blunt from inventory. Effects depend on the strain's traits and quality:
| Trait | Effect | Scale |
|---|---|---|
| Potency | Screen effects intensity | 0-100% via potencyScale |
| THC | Hunger increase, speed reduction | Up to 10 hunger, 8% speed reduction |
| CBD | Health regeneration, stress relief | Heal ticks every 5s, up to 25 stress relief |
| Density | Effect duration | 45-90 seconds base range |
| Frost | Visual smoke particle intensity | Scaled by quality |
Blunt bonuses: +10% intensity, 1.25x duration compared to joints.
Quality impact: Gas-grade product delivers full effects. The quality floor is 40% (dirt weed still has minimal effect). A 60-second cooldown between smoking sessions applies.
Visual Effects
- Timecycle modifier (
spectator6at 66% strength) - Drunk camera shake (amplitude 2.5)
- Drunk walking clipping (
MOVE_M@DRUNK@SLIGHTLYDRUNK) - Particle smoke effects from mouth bone
NPC Street Selling
How It Works
- Approach a pedestrian NPC and use the "Offer Drugs" target option
- Select a product type and strain from your inventory via NUI
- Set your asking price per unit
- The NPC evaluates your offer based on fair value
Price Calculation
Fair price per unit = basePrice * qualityMultiplier * (1 + traitBonus + generationBonus)
Base prices:
| Item | Base Price |
|---|---|
| Weed (1g) | $25 |
| Weed (1/8 oz) | $75 |
| Weed (1/4 oz) | $140 |
| Weed (1/2 oz) | $260 |
| Weed (1 oz) | $480 |
Quality multiplier: Smooth curve from 0.4x (quality 0) to 1.5x (quality 100), with diminishing returns at the top (curve exponent 1.2).
Trait bonuses (capped at 35% total):
| Trait | Threshold | Bonus |
|---|---|---|
| THC | 75+ | +10% |
| Potency | 70+ | +8% |
| Flavor | 70+ | +8% |
| Frost | 75+ | +6% |
| Density | 70+ | +5% |
| Aroma | 65+ | +5% |
| CBD | 70+ | +4% |
Generation bonus: +5% per generation above Gen 2 (capped at +25%).
NPC Negotiation
| Player Price vs Fair | Result |
|---|---|
| At or below 90% | Auto-accept |
| 90% to 125% | 50/50 accept or counter-offer |
| Above 125% | Reject |
Counter-offers are at 95% of fair value.
Risk Mechanics
| Risk | Chance | Effect |
|---|---|---|
| Police dispatch | 15% | Alert sent to online police/sheriff |
| Flat rejection | 15% | NPC refuses regardless of price |
| Robbery (gang NPCs only) | 15% | Lose up to 3 items + 25% of cash |
Requirements
- Progression level 2 minimum
- Minimum police online: 0 (configurable)
- 5-second player cooldown, 2-minute per-NPC cooldown
- Blacklisted NPC models (cops, EMS, military) cannot be sold to
Progression
XP Rewards
| Activity | XP |
|---|---|
| Plant a seed | 10 |
| Water a plant | 2 |
| Fertilize a plant | 2 |
| Place a grow lamp | 3 |
| Check plant gender | 5 |
| Gather pollen | 10 |
| Harvest a plant | 25 |
| Place buds on rack | 2 (per bud) |
| Collect dried buds | 5 (per bud) |
| Prune a bud | 5 |
| Bag weed | 5 (per bag) |
| Package weed | 8 (per conversion) |
| Sell to NPC | 15 (per unit sold) |
| Crossbreed | 30 |
| Harvest wild plant | 15 |
| Roll a joint/blunt | 3 |
| Smoke | 5 |
Level Requirements
| Level | XP Required | Unlocks |
|---|---|---|
| 1 | 0 | Generic strain |
| 2 | 100 | OG Kush, Purple Haze, Lab Reports, NPC Selling |
| 3 | 300 | Sour Diesel, Blue Dream, Crossbreeding |
| 4 | 650 | Northern Lights, White Widow, Seed Cloning |
| 5 | 1,200 | Girl Scout Cookies, Granddaddy Purple, Amnesia Haze |
| 6 | 2,000 | — |
| 7 | 3,200 | Freeze Dryer |
| 8 | 5,000 | — |
| 9 | 7,500 | — |
| 10 | 11,000 | — |
Supply Store
"The Germinator" is an NPC shop where players purchase growing supplies.
Store Items
| Item | Price | Category |
|---|---|---|
| Plant Pot | $50 | Essentials |
| Fertilizer | $35 | Essentials |
| Water | $10 | Essentials |
| Baggy | $5 | Processing |
| Rolling Papers | $5 | Processing |
| Cigarillo Wraps | $10 | Processing |
| Lighter | $15 | Processing |
| Trimming Scissors | $150 | Processing |
| Grow Lamp | $500 | Equipment |
| Heater | $350 | Equipment |
| Weed Table | $750 | Equipment |
| Watering Can | $100 | Equipment |
| Small Water Container | $200 | Equipment |
| Large Water Container | $400 | Equipment |
| Storage Tote | $300 | Equipment |
| Freeze Dryer | $17,500 | Equipment |
Location
Default: vec3(-1275.97, -1139.92, 6.79) near the docks. Configurable in Config.Store.coords.
Server owners can add custom items via Config.Store.customItems.
Scientist
"Best Buds Laboratories" offers two services:
Lab Report (Level 2, $500)
Analyzes a seed and returns a full genetic profile:
- Strain name
- All 10 trait values
- Quality score and grade
- Generation and lineage
- Displayed as a certified lab report in the NUI
Seed Cloning (Level 4)
Creates exact genetic copies of a seed:
| Quantity | Price |
|---|---|
| 5 clones | $2,500 |
| 10 clones | $4,000 |
| 25 clones | $7,500 |
Location
Default: vec3(3610.36, 3653.20, 31.26) at Sandy Shores. Map blip disabled by default.
Equipment
Weed Table
The central processing station. Functions as:
- Drying rack (14 slots)
- Bagging station
- Packaging station
- Crossbreeding station
Storage Tote
A placeable container that provides stash inventory access:
- 15 slots
- 30.0 max weight
- Must be emptied before picking up
Water Containers
| Type | Capacity | Fill Per Use |
|---|---|---|
| Small | 500 | 75 per water item |
| Large | 1000 | 75 per water item |
Fill with water items, then refill watering cans from the container.
Water System
The water pipeline provides efficient plant hydration:
- Water item fills a water container (+75 per use)
- Water container fills a watering can (transfers needed amount)
- Watering can waters plants (+20 per use, costs 15 from can capacity)
- Direct watering with water items also works (+25 per water item)
Watering can capacity: 100 units. The can displays its current water level in item metadata.
Next Steps
- Configuration — Customize every setting in the resource
- Admin — Admin commands for testing and management
- Exports — Integration reference for developers