Weed Production

A script by Kuzkay

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Full Description

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https://kuzquality.com/package/weed-production-script

Bring immersive, visual cannabis cultivation to your server with KuzQuality’s all-in-one Weed Production script. From planting to packaging, everything is interactive, synced, and customizable, built to fit both serious roleplay and casual servers.


Plants

Players grow cannabis from seed to harvest using a fully visual and interactive process. Plants go through several growth stages with unique models, and soil color shifts from dark to light to indicate when it needs watering. Players must water plants at the right times and collect the buds before the harvest window expires. Neglecting a plant for too long causes it to die, making timing an important part of the system.

All plant data is saved in the database or server-sided resource KVP, depending on configuration. Meaning that all the plant growth progress is saved, even between server restarts.


Strains

Each strain of cannabis is fully customizable and comes with its own stats. You can configure:

  • Growth time
  • Water consumption rate
  • Bud yield
  • Seed yield rate and chance
  • Harvest window before decay
  • Resistance to death from lack of water
  • Whether it requires optimal conditions
  • Visual color of the plant
  • Bud quantity needed to create bricks

Some strains can mutate into others during harvest, allowing for progression and unlocking new strains over time. You can add, remove, or modify any strain easily in the config.


Fertilizers

Fertilizers are optional consumables that boost plant stats when applied during early growth. Each fertilizer type can have different effects on:

  • Growth speed
  • Water consumption
  • Resistance to dryness or decay
  • Bud yield

Fertilizers are configured with their own names, item references, color variants, and stat multipliers. They can only be applied once per plant and last the entire lifecycle.


Placeable Objects (Pots, Tables, Presses)

Let players set up their own grow setups anywhere. Pots, worktables, and presses can all be placed as usable items and are saved with routing buckets for full housing system compatibility.

Grow tents and auto-watering units can be added to placed pots to enable optimal conditions. Plants grown without tents will grow slower and may die depending on the strain.

You can restrict these objects to indoor areas only or specific locations using config zones.

All objects work perfectly with housing systems. Fully respecting the routing buckets.

All the placed objects are saved in the database. Allowing your players to create permanent growing spots.

Pots, tables, and presses can also be defined in the config to spawn at fixed locations, ideal for MLOs or mapped drug labs. Each object can be configured with options like optimal conditions, auto-watering, and visible tents for full control over your server’s grow setups.


Lockups

Lockups are preconfigured hidden grow rooms, converted shipping containers tucked away in discreet locations. They’re perfect for solo players or small crews, with a manageable number of pots, unique interiors, smooth container door animations and controllable lights.

You can restrict access by job, adjust pot count, and define optimal and auto-watering settings per pot in the config.


Grow Operations

Grow Ops are large-scale underground operations entered via hidden container entrances. Ideal for teams and gangs, these setups include more room, more pots, and more workflow space.

Each Grow Op features a security camera feed, optional auto-watering, custom timecycle, and Shell Creator compatibility, meaning you can build and connect your own custom underground interiors.

Like lockups, every pot can be individually configured for optimal conditions, watering, and tent visuals, as well as limited to certain jobs.


The grow ops come with a custom made seamless entry system to allow your players to enter the grow op interior from anywhere on the map. You can decide where to place the entrance containers, and all that players have to do, is simply walk right in, go down the stairs and they’re in the grow op interior, where they can cultivate and package weed.


Minigames

Every major action in the script uses a custom interactive mini-game. Watering, fertilizing, harvesting, bagging, joint rolling, and pressing bricks are all fully synced, skill-based interactions. Each mini-game is quick, visual, and aborts cleanly if the player dies or ragdolls.

Packaging mechanics even include physics-based item handling for added immersion and risk. These minigames turn otherwise simple actions into engaging gameplay and ensure every part of the process feels rewarding.

All mini-games feature 3rd person animations visible to other players. All synchronised using our lightweight system.




Item Quality

When using ox_inventory, you can enable the item quality system. This makes every weed-related item, buds, baggies, joints, bricks, and seeds carry a quality value.

The quality is determined by how well the plant was maintained during its life, factoring in water levels, decay, and overall health.
Importantly, seeds inherit and pass on their quality: a plant will never produce weed of higher quality than the seed used to grow it.

This system allows for more depth and realism in the economy, especially if your server supports item degradation or quality-based pricing.

:warning: This system is disabled by default, as we believe that it should only be used on servers which are able to facilitate advanced drug selling which can take the quality into account.


Vendors

You can optionally configure vendors where players can purchase seeds, pots, tables, presses, grow tents, and fertilizers.
This is helpful for servers that want an out-of-the-box economy without requiring complex integration.

We still recommend fully integrating these items into your existing systems to improve the experience.

Performance & Optimization

The entire system is built with optimization in mind.
Persistent items (placed objects, plant data) are saved efficiently using SQL and are cleaned up based on inactivity thresholds. Objects use routing buckets to ensure housing compatibility without duplication or bleed-through.

We’ve developed a unique chunk-based state and object synchronisation system purpose built to ensure high safety, client and server performance and maintainability. All “Sync Objects” are dynamically initalized and de-initialized based on the players distance to the object. This ensurses that no unnecessary synchronisation calls are made to players who are not anywhere near the action. This system runs on a chunk basis, helping the optimization even further.

The script runs at ~ 0.01ms @ idle, ~ 0.04ms when near growing plants with possible interactions

Server-side usage is minimal during idle states, and nearly all interactions are fully synced using a custom light-weight sync to reduce desync issues and limits.

All “colored” models use texture tinting. Meaning that we do not re-stream the same assets for multi-color implementation. Using texture tinting a single model can have many colors. Not only does this save on the download size for you and your players, but also keeps you from reaching the archetype limit on your server.


Developer Configuration

All major features, from strain behavior to object placement, are easily configurable via “config” Lua files.
Want to remove grow ops and only use player-placed pots? Possible.
Want to make watering fully manual and remove auto-watering entirely? Simple toggle.
The config structure is clean, separated into logical files, and well-documented, so any server developer can deeply customize without hassle.


Miscellaneous features

This script is so feature dense its difficult to show everything off under logical categories. Here are some honorable mentions:

Fully customizable permissions/skills system: Easily restrict any player from performing specific actions, or increase their abilities at performing specific mini-games, perfect if you’re using a skill-tree or levelling systems.

Use any interaction method you want: This script utilizes kq_link interactions which allow you to configure any interaction system you’d like, whether its target, 3d text, our our custom blend of both, which comes included with kq_link as standard

Dead plants: When a plant dries out, its model and color changes, flies start flying around the plant, clearly signaling to the player that something went wrong.

Full localization system: You are able to fully localize the script, any piece of text you see can be translated into your preferred language.

Police raids: As anyone can enter the lockups and grow ops, it also allows police to perform raids on groweries.

Database cleanup: Plants which have not been interacted with, for more than 7 days are automatically cleared from the database. Empty pots do not store any “plant” data in the database, said data is deleted upon collection or destruction of the plant.

Optional HUD displaying the plant status: This script, has been created with the intention of not needing any UI, and being able to see everything by simply looking at the plant/pot, although we understand that some may prefer an easy to read UI, that’s why we’ve also implemented this as an option which can be enabled in the config.





See more on the Tebex product page


Buy Now

https://kuzquality.com/package/weed-production-script


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KQ_LINK Required

kq_link is our fully open-source solution to link resources with any framework or dependency you may be using, such as inventories, notifications or dispatch systems. Ensuring the best possible compatibility between our new resources and your server.
You can find out which resources are supported on the Github page

Code is accessible No (Partially)
Subscription-based No
Lines (approximately) 11000
Requirements kq_link (Free - Github)
Support Yes