Troubleshooting
Diagnose startup, inventory, cultivation, equipment, processing, smoking, and progression issues in oxide-weed.
Common problems and how to fix them. Work top to bottom — the basics catch most issues.
I edited a config file and nothing changed
That's expected. After the first start, settings live in the database, not the files — the files only supply factory defaults (see Configuration). To change a setting:
- Use
/weed settingsin game (admin) — changes apply instantly, no restart needed. - Or, to pull a file value back in, open
/weed settings, find the setting, and press its reset to default button. - To start completely fresh from the files, delete this resource's rows from the
oxide_settingstable (DELETE FROM oxide_settings WHERE resource = 'oxide-weed';) and restart.
The settings menu won't open
/weed settingsis admin-only — the player needs the permission set up in Admin. No permission shows a "no permission" notification.- If the menu opens but the in-world Place / zone-editing buttons complain about placement being unavailable, update
o-linkto the latest version. - If a save says a field was rejected, hover the highlighted field — the reason is shown under it (out of range, wrong format, missing required value).
The resource won't start
- Make sure
ox_lib,oxmysql, ando-linkstart beforeoxide-weedin yourserver.cfg. - The database tables are created automatically the first time the resource starts — but that only works if
oxmysqlis connected to your database. If the console showsoxmysqlconnection errors, fix those first. - Look for the line
oxide-weed initializedin the server console — if it's there, the resource itself is fine.
Using an item does nothing
Almost always an item-name problem:
- The name in your inventory must match exactly —
waternotwater_bottle,rolling_papers(plural) notrolling_paper,baggynot some other bag item. - Every output item must exist too. If
joint,blunt, orweed_brickwas never added to your inventory, the step that creates it fails. - On qb-inventory, items the player activates (seeds, equipment, scissors, papers, the manual) need
useable = trueinqb-core/shared/items.lua. The full list of which items must be usable is in Installation step 4.
Planting won't start
- The player needs a
cannabis_seedand aplant_potin their inventory. - Check the spot against the Placement Zones section in
/weed settings— see "Nothing can be planted or placed anywhere" below. - They can't plant from inside a vehicle.
- If they get "You aren't allowed to use this", a rule in the Usage Whitelist section is blocking that item for their job or gang.
- The character must be fully loaded — if this happens right after joining, wait a few seconds and try again.
- "You can't have more than 40 plants growing" is the per-player plant limit (Plants per player in the Plants section of
/weed settings). Plants in grow tents count too. Harvest or remove some, or raise the limit;0removes it. - "At your level you can have 6 loose pots growing" is the loose-pot cap (Loose Pots in the Progression category of
/weed settings). It's off unless you turned it on. Grow tent slots don't count toward it; the player can level up, plant in a tent, or you can raise the number for their level. - "This strain requires level 7 to plant": the seed's strain needs a higher level. Premium strains (Gelato, Wedding Cake, Durban Poison) need 7, 8 and 9. Strain levels are under Strains in
/weed settings, and a change applies to seeds already in circulation.
Equipment won't place
- Check the item exists in your inventory and is usable.
- Check the spot against the Placement Zones section (see below).
- Check the player's level — the drying rack needs level 3, freeze dryer 7, brick press 8.
- If they get "You aren't allowed to use this", a rule in the Usage Whitelist section is blocking that item for their job or gang.
- If a player can't pick something back up, that's usually
Config.RequireOwnershipworking as intended — only the person who placed it can remove it.
Nothing can be planted or placed anywhere
Open /weed settings → Placement Zones and check Zone mode:
- On Allowed areas only, planting and placement are blocked everywhere except the allowed areas — and if that list is empty, everything is blocked. This is the usual cause. Either draw an allowed area or switch the mode back to Blocked areas. The editor shows a warning when this combination is set.
- On Blocked areas, check the player isn't standing inside one of the blocked areas.
A player can't use an item they're holding
They get "You aren't allowed to use this", "Your rank is too low to use this", or "You must be on duty to use this". All three come from /weed settings → Usage Whitelist (under the Advanced tab). Find the rule for that item and check:
- Is their job or gang actually in one of the lists? Names are matched ignoring capitalisation, but a typo (
polce) will lock everyone out. - Is their grade at or above the rule's minimum rank?
- Does the rule require being on duty?
Items with no rule at all are usable by everyone, so deleting the rule always restores the old behaviour. Turn on debug logging to see each denial and the reason it fired.
The store or scientist won't open
- Confirm the
web/distfolder exists inside the resource (it ships pre-built). - Confirm your targeting resource (e.g.
ox_target) is running — the NPCs are interacted with through it. - Check the client console (F8) for errors when you walk up to the NPC.
- If the store opens but item pictures are missing, the images weren't copied into your inventory's image folder (Installation step 5).
"Connect Hose" doesn't show on a water tank
- The player needs a
water_hosein their inventory. - The tank may already have a hose — pick Take Hose instead.
- Only containers listed under Tank fittings in the Water Hose section of
/weed settingstake a hose. The two default water containers are listed; a container you added yourself needs its own entry. - Check the Water Hose section is Enabled, and that no Usage Whitelist rule blocks
water_hosefor the player.
"The water tank is empty"
Spraying drains the tank. Fill it with Fill Container on the tank, which uses water items. Admins can fill the nearest tank with /weed tank.
A water tank's water was poured out when it was picked up
A picked-up tank carries its water in the item's metadata. The message "Your inventory can't keep a tank's water" means the inventory didn't store it:
- qb-inventory: the tank was merged into a stack with another tank of the same size. Set
unique = trueonwater_container_smallandwater_container_large(andwatering_can) inqb-core/shared/items.lua, then restart. - An inventory with no item metadata (the default ESX inventory, hex_4_inventory): tanks can't carry water. Use the water up, or pick the tank up knowing the water is lost.
"Empty the storage tote before picking it up"
Take everything out of the tote first. The tote is read through your inventory, which works on ox_inventory and qb-inventory. An inventory that can't read or clear a storage from a script (hex_4_inventory, qb-inventory before 2.0) can't check the tote: empty it before picking it up, because anything left inside can't be reached afterwards. The server log shows ClearStash failed when that happens.
"Disconnect the hose first"
A tank with a hose connected can't be picked up. Pick Disconnect Hose on the tank first; the hose goes back into your inventory. If someone is holding the hose, wait until they put it back. With Require ownership on, only the player who connected the hose, or the tank's owner, can disconnect it.
Other players' hoses don't show
- Other players' hoses are drawn within 60 m and their water within 30 m (
renderDistanceandfxDistancein the Water Hose section), and each player's game draws at most 6 hoses at once (maxRopes). - Both players must be in the same instance. A player inside an instanced interior doesn't see hoses outside it.
A grow tent won't place
The message says why:
- "The ground here is too uneven" — the corners of the tent would sit at different heights. Find flatter ground, or raise Uneven ground under Growing → Grow Tents in
/weed settings. - "There isn't enough room here" — a wall, object or low ceiling is inside the tent's space, or a loose pot, lamp, piece of equipment or heater is in the way. The same message shows when placing equipment or a heater inside a tent.
- "Stand on the same level as the tent" — the tent was aimed at a spot more than about a metre above or below your feet, like the ground below a porch. Stand on the floor where the tent should go.
- "Too close to another grow tent" — tents keep a little space between them (Clear space in the settings).
- "You can't place more than 2 grow tents" — the per-player limit (Tents per player).
0removes it. - "You need level N" — each size unlocks at a level (2, 4 and 6 by default).
"Plant it in one of the tent's slots instead"
A loose pot was placed inside a grow tent's space. Plants go into a tent through Tend Plants on the tent, then Plant a seed on an empty slot.
"Someone is already working in this tent"
One player works in a tent at a time. Wait for them to leave the scene. If they disconnected, the tent frees itself.
"Harvest or remove the plants first" / "Take the filter out first"
A tent packs up only when it is empty and its filter is out. Use Tend Plants to harvest or remove the plants, then Take Out Filter.
A tent shows no Tend, Open or Pack Up option
- Options show only at the tent's door spot, on the same floor.
- With Who can tend set to Only the owner, only the player who placed the tent sees Tend, Open, Close and Fit Carbon Filter.
- With Require ownership on, only the tent's owner sees Pack Up Tent and Take Out Filter.
I can't water or harvest a plant in a tent from outside
That's by design. Plants in a tent are worked from inside: pick Tend Plants on the tent. The water hose doesn't reach them either.
Drying isn't working
- Make sure all the SQL tables were imported — drying needs
drug_drying_slots. - Only fresh
weed_budcan be dried; the output isdried_weed_bud. If you renamed either item in config, your inventory needs the new names too. - If collecting fails, the player's inventory may be too full to carry the buds.
- Remember the timers are real: 30 minutes on the table, 20 on the rack, 10 in the freeze dryer by default. Use
/weed dry(table only) or/weed fasttickwhen testing.
The brick press rejects the buds
The press needs 10 dried buds of the same strain and the same quality grade. Ten buds of mixed strains or mixed grades won't combine. Check the player also meets the level 8 requirement.
Smoking problems
- Rolling needs all three: the papers/wraps, a
weed_1g, and alighter. jointandbluntmust exist in your inventory as usable items.- There's a 60-second cooldown between smoking sessions — "nothing happened" right after smoking is usually just the cooldown.
- If another resource also registers
jointorbluntas usable items, the two will conflict — remove one.
Levels and XP aren't saving
- Confirm the
drugs_progressionandweed_growertables exist (weed_growerholds the first-time bonuses and personal bests; the resource creates it on start, or runsql/migrate_grower.sql). - Check the server console for
oxmysqlerrors. - Progression is saved per character — if your framework is swapping characters, each one levels separately. That's by design.
Watering doesn't give XP
That's by design when the plant didn't need it: watering and fertilizing pay XP only when the plant was below 90% (Care XP below under Grower XP in /weed settings). The water still goes in. The hose pays for water delivered instead.
No level-up banner or "+XP" pop-ups
- Check Level-up message and XP pop-ups under Grower XP in
/weed settings. Level-up message also covers the master rank banner. - After an update that changed the web files, restart the resource fully (or the server); a refresh keeps the old page.
- A level-up only shows to a player who is online when it happens.
A player's level didn't change after I edited the level curve
Players move onto an edited curve at their next XP. To move one now, use /weed setxp with their current XP, or /weed setlevel.
Strain mastery isn't counting
- Check Enabled under Strain Mastery in
/weed settings. With Count crossbreeds off, crossbred strains don't count. - Mastery counts the player who harvests, one harvest at a time; wild plants and plants with no genetics don't count.
- Confirm the
weed_strain_masterytable exists (the resource creates it on start, or runsql/migrate_strain_mastery.sql). - The first-harvest XP pays for up to First harvests a day new strains a day. Later ones still count, they just pay no XP.
- Units sold only count while
oxide-drugsellingruns, and only for sales it makes itself.
A goal isn't counting
- Only actions that paid XP count. Watering or feeding a plant at 90% or more pays nothing, so it doesn't count either.
- Check the goal's filters on its card in the Goals tab: a grade, a generation or a strain.
- Check Enabled under Grower Goals in
/weed settings. - Confirm the
weed_grower_goalstable exists (the resource creates it on start, or runsql/migrate_grower_goals.sql).
A player has fewer goals than the settings say
Only pool rows that fit the player are drawn: rows at or below their level whose action pays XP. Sale goals need oxide-drugselling running, and are hidden while it isn't. Add rows at lower levels, or lower a row's Min level, under Grower Goals in /weed settings. Changes to the pool apply from the next reset.
Goals reset at the wrong time
Reset times follow the server's clock. Set Reset hour and Weekly reset day under Grower Goals to match your players' time zone.
A player past level 10 has no master rank
- The first rank comes 4,000 XP after the last level's XP: 15,000 XP with the default curve. The Ranks tab of
/weed statsshows how far there is to go. - Check Enabled under Master Ranks in
/weed settings, and that Ranks isn't0. - If you raised the last level on the level curve, ranks start from its XP instead.
A rank perk does nothing
A player picked a perk in the Ranks tab, but it makes no difference in game, or the tab shows "Its perk was removed. Pick another."
- Check the pick is at or below their rank. A pick above the player's current rank gives nothing. That happens after their XP is lowered (
/weed setxp), or after XP per rank goes up or Ranks goes down. The pick is kept and works again once they reach that rank. - Check the perk is still in the pool. A perk removed from Perk pool under Master Ranks (or whose Id was changed) gives nothing. The player can pick another for that rank in the Ranks tab.
- Annex isn't offered, or stopped working: a perk that adds grow tents is left out of the pool while grow tents are off or have no limit (Tents per player
0), since there is no limit to add to. A player who picked it can pick something else for that rank. - Check what the perk covers. Quick Cure speeds up buds put down after the pick, not buds already drying. Heavy Harvest adds a bud to plants in pots and tents, not wild plants. Lab Access shows the lab report as free at the scientist.
- Check Master Ranks is enabled. With Enabled off, every rank perk stops working until it's turned back on. Picks are kept.
"Your picks couldn't be read. Try again in a minute."
The server couldn't read the player's picks from the database. Check the server console for oxmysql errors, and confirm the weed_grower_ranks table exists (the resource creates it on start, or run sql/migrate_master_ranks.sql).
A player can't register a signature strain
The scientist's message says why:
- "Your grower level is too low to register a strain": they need level 10 (Required level under Signature Strains).
- "Master one of your crossbreeds first": none of their strains qualifies. They need the Master tier of strain mastery (40 harvests of one strain) on a crossbred strain that nobody has registered. Catalogue strains such as Blue Dream or Gelato never qualify. Strain Mastery must be Enabled with Count crossbreeds on, or crossbreeds never reach a tier. A strain's card in the Strains tab of
/weed statssays what's still needed. - "You already hold as many signature strains as you can": they hold two already (Strains per player;
0removes the limit). - "Not enough cash": registering costs $50,000 in dirty money (Price under Signature Strains, charged by the Dirty Money rules).
- "That name is too short or too long": 3 to 24 characters by default.
- "Use letters, digits, spaces, hyphens or apostrophes, starting with a letter or digit": other symbols and accented letters aren't accepted, and the name must also end with a letter or a digit (not a hyphen or an apostrophe).
- "A strain already has that name": another strain has it, in any capitalisation, or crossbreeding could give a strain that name.
- "That name isn't allowed": it contains a word from Blocked words.
If the Register a Signature Strain option doesn't show at the scientist, Enabled is off under Signature Strains.
An offensive strain name got through
- Take it away with
/weed unregister <name>(admin, also from the server console). The strain goes back to its crossbred name, with no owner and no reputation. - Add the word to Blocked words under Signature Strains so it can't be used again. Start it with
*(*gator) to refuse it inside any one word of a name too ("Gatorade"); without the*it is refused only as a whole word or the whole name, which suits words that are part of ordinary words (rapeand "Grape"). Digits are read as the letters they look like either way, and a word is never pieced together across a space. The list is checked when a name is registered; names already registered stay until you remove them. - Items already made keep the name they carry, and plants already in the ground show it until they're harvested. Harvests, plants and clones from then on carry the crossbred name, even from seeds made while it was registered. There is no command that renames items already in inventories.
The price bonus doesn't change the street price
-
Add the price row to oxide-drugselling. Reputation only raises prices after this line is in the
modifierslist ofConfig.Drugs.weedinoxide-drugselling/shared/config/drugs.lua:{ type = 'export_multiplier', category = 'multiplier', exportResource = 'oxide-weed', exportName = 'PriceFor' },See Configuration for exactly where it goes.
-
Restart the server after saving the file. oxide-drugselling reads
drugs.luaonly when it starts. -
Check the spelling.
oxide-weedandPriceFormust match exactly. With a typo, the server console shows an oxide-drugselling warning about the export multiplier and weed sells at its usual price. -
Check the strain has reputation. The bonus grows with reputation, so a strain at 0 sells as usual. Only signature strains get a bonus, and only while Enabled is on under Signature Strains.
-
The bonus doesn't show on the Grower Profile until oxide-drugselling has priced some weed since the server started, for example when a player offers weed to a buyer.
Reputation doesn't go up
- Reputation comes from street sales through
oxide-drugsellingonly. Without it running, nothing builds reputation. - Only signature strains have reputation. A strain that isn't registered shows none.
- Each sale adds a little: 12 for an ounce of High grade with the defaults. Lower grades add less (By grade under Signature Strains).
- A police seizure of a grow tent growing the strain takes 25 off.
Harvests don't add gang influence
- Gang Activity ships off. Turn on Enabled under Gang Activity in
/weed settings(Core category, Advanced tab). - Influence goes to the gang of the player who harvests or presses, through
oxide-gangs. A player in no gang adds nothing, and with another gang system, or none, nothing is reported. - oxide-gangs applies its own hourly cap, so a busy grower stops adding influence for a while.
- Wild plant harvests don't count.
/weed stats doesn't open
- Close any other weed menu first: the profile doesn't open over one.
- After an update that changed the web files, restart the resource fully (or the server); a refresh keeps the old page.
- The Strains tab only shows while strain mastery is enabled, the Goals tab while goals are, and the Ranks tab while master ranks are.
"This plant has no pollen yet"
A male that stays after its pollen is gathered (the Gentle Collection perk at level 9, or Pollen destroys plant turned off under Genetics) has pollen again after Pollen regrow time (1 hour by default). The wait carries on across a server restart.
A seed pack won't open
- The player needs room for the seeds (three by default).
- "This seed pack has no strain set up": the pack's strain was removed from Strains, or the pack row under Seed packs names a strain id that doesn't exist. Fix the row or put the strain back.
- The pack item must be usable in your inventory (on qb-inventory,
useable = true).
Police alerts never fire
- Check Alert chance under Dispatch in
/weed settings(Advanced tab). It ships at0, which means off. Set it to1while testing so every stage alerts. - If a stage's Per-stage chance is set to something other than
-1, that value wins over the master chance for that stage. - Someone with the alert job (default
police) must be online. With nobody on that job, the alert is discarded rather than queued. - Check the job name matches what your framework actually uses. A typo means no one is ever found.
- Only the first alert from a given plant or table fires within the Site cooldown window (default 5 minutes). Test at a second site, or lower the cooldown.
- Wild plant harvesting never alerts — that's by design.
Police alerts fire too often
Lower Alert chance, or set the noisy stage's Per-stage chance to a lower number and leave the rest at -1. Setting Plant to 0 is usually the first thing to try, since players place plants far more often than they harvest. Raising the Site cooldown also helps: it caps how often any one grow can be reported.
Still stuck?
- Run
/weed kitand/weed info(admin) to quickly check that items, plants, and progression all respond. - Check the server console first — inventory, money, and database problems show up there, not on the player's screen.
- If you have
oxide-loggerinstalled, set its level todebugfor a detailed trail of what the resource is doing.