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.

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 destroys the plant by default).
  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 are 40% male / 60% female, there's a 10% chance any trait mutates (by up to 20 points either way), and there's no limit on how many generations deep breeding can go.

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 a tray interface:

  • 4 trays, 8 buds each — 32 buds total
  • 20 minutes to dry by default
  • load, collect, and cancel each tray separately

Freeze dryer (unlocks at level 7)

The fastest, highest-capacity option:

  • 18 trays, 8 buds each — 144 buds total
  • 10 minutes to dry by default
  • buds are spread across trays automatically; collect or cancel tray by tray

Processing

Pruning

Using trimming scissors on dried buds trims them down:

  • 2–5 pruned buds per dried bud
  • 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 20 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. Almost everything awards XP — planting, watering, harvesting, gender checks, pollen, crossbreeding, drying, pruning, bagging, packaging, brick pressing, wild harvesting, rolling, and smoking. Selling through oxide-drugselling also awards XP.

Default unlocks:

LevelWhat unlocks
2Street selling (via oxide-drugselling), lab reports, second-tier strains
3Crossbreeding, drying rack, third-tier strains
4Seed cloning, fourth-tier strains
5Final strain tier
7Freeze dryer
8Brick press

The Supply Store

The Germinator is the supply store NPC (a map blip is on by default). It always charges regular cash.

Default stock: plant pots, fertilizer, water, baggies, trimming scissors, grow lamps, heaters, weed tables, watering cans, water containers, storage totes, and freeze dryers.

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.
  • Seed cloning — requires level 4. Duplicate a seed: 5 copies for $2,500, 10 for $4,000, or 25 for $7,500.

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 containers — store water in bulk (small holds 500, large holds 1000); refill watering cans from them
  • 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

The watering can holds 100 water and pours 20 into a plant per use.

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

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. 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.

Live In-Game Settings

Everything this resource does is configurable in game with /weed settings (admin only): prices, timers, XP rewards, 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, and equipment. Players who read it don't need to ask in Discord how anything works.

Next Steps