Introduction
Preview & Support
You can watch the preview video from YouTube from this link. Also if you need any assistance for our resources, you can join our Discord.
Description
A professional, highly optimized, and feature-rich weed growing system for FiveM servers (ESX & QB-Core). This script provides a modern take on drug systems with a focus on realism, genetics, and player interaction.
CORE FEATURES
🪴 Advanced Growth Simulation
- Dynamic Growth: 5 visual stages of growth with distinct models for indoor and outdoor environments.
- Optimization: Prop-based rendering where plants only exist on the client-side when the player is in range (
DrawDistance). - Plant Care: Plants require constant maintenance of Water and Fertilizer levels. Neglect leads to health loss and lower quality, while over-care (spamming) can damage or kill the plant.
- Indoor vs. Outdoor: Outdoor plants grow at normal speeds. Indoor plants require UV Lamps and Electric Heaters to thrive; otherwise, they suffer a 90% growth penalty.
🧬 Genetic System & Breeding
- Strain-Specific DNA: Seeds come in different strains (Sativa, Indica, Skunk, Haze), each with its own growth speed and quality multipliers.
- Cross-Pollination: Growing different strains within 3 meters of each other (once they reach Stage 3) allows for natural cross-pollination.
- Hybrid Seeds: A pollinated plant will yield a Hybrid Seed upon harvest. These seeds are genetically superior, combining traits from both parent plants.
💡 Equipment & Precision Placement
- Interactive Equipment: Purchase and place UV Lamps, Electric Heaters, and Drying Racks.
- Precision UI: Use a high-quality placement system with dedicated controls:
- Arrow Keys: Move the object horizontally.
- Shift / Ctrl: Move the object up and down.
- Mouse Wheel: Rotate the object.
- Placement Validation:
- UV Lamps must be hung under a ceiling (system check).
- Heaters must be placed near a wall (max 0.3m).
- Stealing & Destruction: Players can interact with equipment owned by others to Steal (pickup) or Destroy it, featuring custom progress bars and animations.
🧺 Curing (Drying) & Forensics
- Drying Racks: Harvested "Wet Weed" cannot be sold immediately. It must be hung on racks to cure into sellable "Dry Weed".
- Forensics (Fingerprints): Every player who interacts with a plant or a rack (watering, harvesting, hanging weed) leaves fingerprints.
- Police Investigation: Police officers can inspect equipment and plants to find fingerprints of players involved in the operation.
🏠 Property System (Weed Farms)
- Purchasable Buildings: Integrated system for buying specific buildings as weed farms.
- Instancing (Routing Buckets): Each owned farm exists in its own routing bucket, allowing multiple players/groups to own the same interior without seeing each other.
- Lock Management: Owners can knock on doors to be let in or manage access.
💰 Economy & Processing
- Corner Selling: A dedicated command
/cornersellto start selling joints or bags to local NPCs. Features a unique UI, price negotiation, and police dispatch risks. - Drug Runs: A mission-based delivery system where players use a vehicle to transport large quantities of product.
- Processing:
- Rolling: Turn dry weed into low, medium, or high-quality joints using the roll menu.
- Bagging: Pack dried weed into small, medium, or large bags.
- Bricks: Combine multiple bags into a "Weed Brick" for large-scale distribution.