βœ‚οΈHarvesting & 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 baggiesβ€”the final sellable or usable product.

This guide walks you through how to control bud yields, set conversion ratios, and configure crafting logic.


🌿 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.


πŸ”„ 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 1 baggie 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.


πŸ” Repeatable Crafting

Players can harvest multiple plants and continue crafting baggies as long as they have:

  • Enough buds

  • Empty baggies (plant_emptybag item)


πŸ“¦ Example from Config:

['purplehaze'] = {
    ...
    bud = 'bud_purplehaze',
    baggie = 'purplehaze_bag',
    budMin = 5,
    budMax = 10,
    BudsForBag = 5,
    ...
}

🧠 Tips & Suggestions

Want this?
Do this:

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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