Strains
The six default lation weed strains, every strain setting, how growth, yield and XP are worked out, and how to add, edit or remove a strain.
A strain sets its seed, bud, bag and joint items, how fast it grows and dries out, how much it yields, the XP it pays and which model it shows at each growth stage. Strains are edited in /weedadmin under Config > Strains, and every change applies the moment it saves, new strains included.
Default strains
Timers are in minutes. Rain is the percent of water added each plant update while it rains. Yield is buds per 10% of health.
| Key | Label | Level | Growth | Water | Fertilizer | Health | Rain | Yield | Perfect bonus | Models |
|---|---|---|---|---|---|---|---|---|---|---|
og_kush | OG Kush | 1 | 30 | 20 | 30 | 20 | 10 | 1 | 10% | green |
banana_kush | Banana Kush | 2 | 45 | 25 | 38 | 22 | 8 | 2 | 15% | yellow |
blue_dream | Blue Dream | 3 | 70 | 38 | 55 | 28 | 6 | 2 | 20% | cyan |
purple_haze | Purple Haze | 4 | 105 | 50 | 75 | 35 | 4 | 2 | 25% | purple |
orange_crush | Orange Crush | 5 | 155 | 65 | 105 | 42 | 2 | 2 | 30% | sunkissed |
cosmic_kush | Cosmic Kush | 6 | 240 | 85 | 120 | 50 | 0 | 2 | 35% | haze |
Every default strain has an XP multiplier of 1. Each uses the items ls_<key>_seed, ls_<key>_bud, ls_<key>_bag and ls_<key>_joint, with its seed image from install/images/ as both its icon and its image.
The Strains section lists them in order, each with its level. Drag a strain to reorder it: workers and menus go down the list in this order. A section holds up to 50 strains.

Strain settings
A strain opens on a page of its own. The default column is what a new strain starts with.

| Option | Key | Default | What it does |
|---|---|---|---|
| Key | (the key) | Lowercase letters, digits and underscores, such as og_kush, given when the strain is added and fixed after. Plants store it, and the dealer, farm, table and joint settings refer to it. | |
| Name | label | Empty | Shown in menus and on the plant status panel |
| Required level | level | 1 | 1 to 100. The level a player needs to plant the strain, and to roll or bag it at a table |
| Always in the seed menu | alwaysDisplayInMenu | On | Shows the strain in the seed menu even when the player has no seed of it |
| Icon | icon | Empty | Image used in menus and the dealer list |
| Image | image | Empty | Larger image used in menus |
| Seed item | seed | Empty | The seed |
| Bud item | bud | Empty | What a harvest gives |
| Bag item | bag | Empty | What bagging buds makes |
| Joint item | joint | Empty | What rolling buds makes |
| Growth time | timers.growth | 30 min | 1 to 10,080. Minutes from 0% to 100% growth with no bonuses |
| Water drain | timers.water | 20 min | 1 to 10,080. Minutes for water to drain from 100% to 0% |
| Fertilizer drain | timers.fertilizer | 30 min | 1 to 10,080. Minutes for fertilizer to drain from 100% to 0% |
| Health decay | timers.health | 20 min | 1 to 10,080. Minutes for health to drain from 100% to 0% while water or fertilizer is at 0% |
| Rain bonus | rainBonus | 10% | 0 to 100. Water added each update while it rains, for plants not under cover. 0 turns rain off for this strain. |
| Buds per 10% health | yield.yield_per_10_health | 1 | 1 to 100. Buds per 10% of health at harvest |
| Perfect harvest bonus | yield.perfect_bonus_multiplier | 10% | 0 to 500. Extra buds when harvested at 100% health. 0 turns it off. |
| XP multiplier | xpMultiplier | 1x | 0 to 100, in steps of 0.1. Multiplies every XP reward this strain pays: finding its seeds at a farm, harvesting it, and each of its buds, joints and bags. 2 doubles them, 0 pays none. |
| Stage 3 model to Stage 8 model | stages | Empty | The models for stages 3 to 8, under Growth stages |
Image paths can be any nui:// path or URL, for example nui://lation_weed/install/images/ls_og_kush_seed.png.
Growth and yield
Each plant updates once per growth cycle, every 45 seconds by default (see growth). An update works out the plant's growth, water, fertilizer and health from the time since its last one, with the settings as they are now, so an edit applies from each plant's next update and plants keep their progress.
Growth. The soil's and the fertilizer's growth bonuses add together, and a plant grows in timers.growth / (1 + (soil bonus + fertilizer bonus) / 100) minutes. OG Kush in enhanced soil (+10) with enhanced fertilizer (+15) grows in 30 / 1.25 = 24 minutes. A plant takes the default fertilizer (Growth > New plants > Default fertilizer) when its seed goes in, and whichever fertilizer is applied after that. When its fertilizer runs out, it falls back to the first fertilizer in the list, so a fertilizer's bonus only lasts while there is fertilizer left.
Water and fertilizer. Both drain at a steady rate set by the strain's timers. A new plant starts at 20% of each, so a freshly planted OG Kush runs dry in 4 minutes if nobody waters it.
Health. While water or fertilizer is at 0%, health drains over timers.health minutes. It never recovers on its own. At 0% the death timer starts (30 minutes by default), and the plant is destroyed when it ends unless someone uses a plant revive.
Stages. The six models change at even steps of growth: stage 3 at 0%, 4 at 16.7%, 5 at 33.3%, 6 at 50%, 7 at 66.7% and 8 at 83.3%. At 100% the plant stops using water and fertilizer and waits for harvest.
Yield. At harvest:
local tiers = math.max(1, math.floor(health / 10))
local buds = math.floor(yield_per_10_health * tiers
* (1 + soilYieldBonus / 100)
* (1 + fertilizerYieldBonus / 100))
if health >= 100 then
buds = buds + math.floor(buds * perfect_bonus_multiplier / 100)
end
buds = math.max(1, buds)The yield bonuses come from the plant's soil and its fertilizer at harvest. Some examples:
| Strain | Health | Soil | Fertilizer | Buds |
|---|---|---|---|---|
| OG Kush | 100% | basic | basic | 10 + 1 bonus = 11 |
| OG Kush | 55% | basic | basic | 5 |
| Banana Kush | 100% | premium (+10) | premium (+15) | 25 + 3 bonus = 28 |
XP. Each Experience reward is multiplied by the strain's XP multiplier and rounded. With the defaults, harvesting an OG Kush of 11 buds pays 50 + 11 x 5 = 105 XP; at a multiplier of 1.5 it pays 158.
Stage models
Stages 1 and 2 (the empty pot and the pot with soil) are shared by every strain and set under Setup > Pot models. Each strain needs a model for stages 3 to 8.
lation weed streams ten color sets of plant models, seven models each:
shoe_shuffler_prop_weed_01_small_<color>_01a
shoe_shuffler_prop_weed_01_small_<color>_01b
shoe_shuffler_prop_weed_01_small_<color>_01c
shoe_shuffler_prop_weed_med_<color>_01a
shoe_shuffler_prop_weed_med_<color>_01b
shoe_shuffler_prop_weed_lrg_<color>_01a
shoe_shuffler_prop_weed_lrg_<color>_01bThe colors are green, yellow, cyan, purple, sunkissed, haze, red, black, blackred and blackwhite. The default strains use the first six, which leaves red, black, blackred and blackwhite for new strains. They use the models in this order:
| Stage | Model |
|---|---|
| 3 | shoe_shuffler_prop_weed_01_small_<color>_01c |
| 4 | shoe_shuffler_prop_weed_01_small_<color>_01a |
| 5 | shoe_shuffler_prop_weed_med_<color>_01a |
| 6 | shoe_shuffler_prop_weed_med_<color>_01b |
| 7 | shoe_shuffler_prop_weed_lrg_<color>_01a |
| 8 | shoe_shuffler_prop_weed_lrg_<color>_01b |
The pot models bzzz_growing_freepot_a and bzzz_growing_freepot_b are streamed too.
Add a strain
Add the four items (seed, bud, bag and joint) to your inventory with their images, the same way as the shipped ones. See install.
In /weedadmin, open Config > Strains and choose Add. Enter a lowercase key, such as gelato.
Fill in the name, the required level, the icon and image paths, the four item names, the timers, the rain bonus, the yield and the XP multiplier.
Set a model for every stage from 3 to 8, under Growth stages, before anyone plants it.
To sell the seed, add it under Dealer > Seeds for sale with a price, a level and a stock. To make it searchable, add it to a farm's seed loot under Farms.
Add it under Tables > Per-strain recipes and under Joints: a strain with no recipe can't be rolled or bagged, and one with no joint entry can't be smoked.
The strain grows as soon as it saves; there is nothing to restart.
Edit or remove a strain
Every field applies the moment it saves. A plant already growing keeps its progress and takes the new timers from its next update, and a new stage model shows as plants reach that stage.
A strain's key can't be changed once it is added. To change what players see, change its name.
To remove a strain, use the bin on its row or the Danger zone at the bottom of its page. When plants of it exist, tick the box to delete them too, or the strain stays. The last strain can't be removed.
Still stuck? Ask in our Discord: the people who write the scripts answer.
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