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:

  1. Use /weed settings in game (admin) — changes apply instantly, no restart needed.
  2. Or, to pull a file value back in, open /weed settings, find the setting, and press its reset to default button.
  3. To start completely fresh from the files, delete this resource's rows from the oxide_settings table (DELETE FROM oxide_settings WHERE resource = 'oxide-weed';) and restart.

The settings menu won't open

  1. /weed settings is admin-only — the player needs the permission set up in Admin. No permission shows a "no permission" notification.
  2. If the menu opens but the in-world Place / zone-editing buttons complain about placement being unavailable, update o-link to the latest version.
  3. 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

  1. Make sure ox_lib, oxmysql, and o-link start before oxide-weed in your server.cfg.
  2. The database tables are created automatically the first time the resource starts — but that only works if oxmysql is connected to your database. If the console shows oxmysql connection errors, fix those first.
  3. Look for the line oxide-weed initialized in 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 exactlywater not water_bottle, rolling_papers (plural) not rolling_paper, baggy not some other bag item.
  • Every output item must exist too. If joint, blunt, or weed_brick was 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 = true in qb-core/shared/items.lua. The full list of which items must be usable is in Installation step 4.

Planting won't start

  1. The player needs a cannabis_seed and a plant_pot in their inventory.
  2. Check the spot against the Placement Zones section in /weed settings — see "Nothing can be planted or placed anywhere" below.
  3. They can't plant from inside a vehicle.
  4. 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.
  5. The character must be fully loaded — if this happens right after joining, wait a few seconds and try again.

Equipment won't place

  1. Check the item exists in your inventory and is usable.
  2. Check the spot against the Placement Zones section (see below).
  3. Check the player's level — the drying rack needs level 3, freeze dryer 7, brick press 8.
  4. 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.
  5. If a player can't pick something back up, that's usually Config.RequireOwnership working as intended — only the person who placed it can remove it.

Nothing can be planted or placed anywhere

Open /weed settingsPlacement 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 settingsUsage 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

  1. Confirm the web/dist folder exists inside the resource (it ships pre-built).
  2. Confirm your targeting resource (e.g. ox_target) is running — the NPCs are interacted with through it.
  3. Check the client console (F8) for errors when you walk up to the NPC.
  4. If the store opens but item pictures are missing, the images weren't copied into your inventory's image folder (Installation step 5).

Drying isn't working

  1. Make sure all the SQL tables were imported — drying needs drug_drying_slots.
  2. Only fresh weed_bud can be dried; the output is dried_weed_bud. If you renamed either item in config, your inventory needs the new names too.
  3. If collecting fails, the player's inventory may be too full to carry the buds.
  4. 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 fasttick when 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

  1. Rolling needs all three: the papers/wraps, a weed_1g, and a lighter.
  2. joint and blunt must exist in your inventory as usable items.
  3. There's a 60-second cooldown between smoking sessions — "nothing happened" right after smoking is usually just the cooldown.
  4. If another resource also registers joint or blunt as usable items, the two will conflict — remove one.

Levels and XP aren't saving

  1. Confirm the drugs_progression table exists.
  2. Check the server console for oxmysql errors.
  3. Progression is saved per character — if your framework is swapping characters, each one levels separately. That's by design.

Police alerts never fire

  1. Check Alert chance under Dispatch in /weed settings (Advanced tab). It ships at 0, which means off. Set it to 1 while testing so every stage alerts.
  2. If a stage's Per-stage chance is set to something other than -1, that value wins over the master chance for that stage.
  3. Someone with the alert job (default police) must be online. With nobody on that job, the alert is discarded rather than queued.
  4. Check the job name matches what your framework actually uses. A typo means no one is ever found.
  5. 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.
  6. 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 kit and /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-logger installed, set its level to debug for a detailed trail of what the resource is doing.