βοΈHarvesting & Processing Buds
Once a weed plant is fully grown (100% growth), players can harvest it to receive buds. These buds can then be converted into baggiesβthe final sellable or usable product.
This guide walks you through how to control bud yields, set conversion ratios, and configure crafting logic.
πΏ Harvesting Plants
When a plant reaches 100% growth, it becomes eligible for harvesting.
Controlled by:
budMin = 5,
budMax = 10,
This defines the random range of buds a player can receive when harvesting that strain.
Example:
budMin = 5
,budMax = 10
β player will receive anywhere from 5 to 10 buds per plant.
π Processing Buds into Baggies
Each strain defines how many buds are needed to create a single weed bag:
BudsForBag = 5
Example: If
BudsForBag = 5
, the player needs 5 buds to convert into 1baggie
item (e.g.,purplehaze_bag
).
Crafting Logic (Behind the Scenes)
When the player uses the
plant_emptybag
item (Config.Baggie
), the script checks:Do they have at least
BudsForBag
worth of the correct bud?If so, it removes the buds and the empty bag item, then gives them 1 weed bag of the matching type.
π Repeatable Crafting
Players can harvest multiple plants and continue crafting baggies as long as they have:
Enough buds
Empty baggies (
plant_emptybag
item)
π¦ Example from Config:
['purplehaze'] = {
...
bud = 'bud_purplehaze',
baggie = 'purplehaze_bag',
budMin = 5,
budMax = 10,
BudsForBag = 5,
...
}
π§ Tips & Suggestions
More valuable strains
Increase budMin/budMax
or reduce BudsForBag
Harder strain to process
Raise BudsForBag
to 8 or 10
Faster farming
Reduce PlacingProgressBarDuration
and growth time in config
Require manual processing
You can add a crafting bench step to baggies if desired (optional extension)
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