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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.

KeyLabelLevelGrowthWaterFertilizerHealthRainYieldPerfect bonusModels
og_kushOG Kush13020302010110%green
banana_kushBanana Kush2452538228215%yellow
blue_dreamBlue Dream3703855286220%cyan
purple_hazePurple Haze41055075354225%purple
orange_crushOrange Crush515565105422230%sunkissed
cosmic_kushCosmic Kush624085120500235%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.

Config > Strains: OG Kush, Banana Kush, Blue Dream, Purple Haze, Orange Crush and Cosmic Kush with their required levels 1 to 6, each with a remove button, then Add and 6 of 50
The Strains section

Strain settings

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

Purple Haze's page scrolled to its timers (105, 50, 75 and 35 minutes), its rain bonus of 4%, 2 buds per 10% health, a 25% perfect harvest bonus and an XP multiplier of 1
A strain's page
OptionKeyDefaultWhat 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.
NamelabelEmptyShown in menus and on the plant status panel
Required levellevel11 to 100. The level a player needs to plant the strain, and to roll or bag it at a table
Always in the seed menualwaysDisplayInMenuOnShows the strain in the seed menu even when the player has no seed of it
IconiconEmptyImage used in menus and the dealer list
ImageimageEmptyLarger image used in menus
Seed itemseedEmptyThe seed
Bud itembudEmptyWhat a harvest gives
Bag itembagEmptyWhat bagging buds makes
Joint itemjointEmptyWhat rolling buds makes
Growth timetimers.growth30 min1 to 10,080. Minutes from 0% to 100% growth with no bonuses
Water draintimers.water20 min1 to 10,080. Minutes for water to drain from 100% to 0%
Fertilizer draintimers.fertilizer30 min1 to 10,080. Minutes for fertilizer to drain from 100% to 0%
Health decaytimers.health20 min1 to 10,080. Minutes for health to drain from 100% to 0% while water or fertilizer is at 0%
Rain bonusrainBonus10%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% healthyield.yield_per_10_health11 to 100. Buds per 10% of health at harvest
Perfect harvest bonusyield.perfect_bonus_multiplier10%0 to 500. Extra buds when harvested at 100% health. 0 turns it off.
XP multiplierxpMultiplier1x0 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 modelstagesEmptyThe 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:

StrainHealthSoilFertilizerBuds
OG Kush100%basicbasic10 + 1 bonus = 11
OG Kush55%basicbasic5
Banana Kush100%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>_01b

The 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:

StageModel
3shoe_shuffler_prop_weed_01_small_<color>_01c
4shoe_shuffler_prop_weed_01_small_<color>_01a
5shoe_shuffler_prop_weed_med_<color>_01a
6shoe_shuffler_prop_weed_med_<color>_01b
7shoe_shuffler_prop_weed_lrg_<color>_01a
8shoe_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.

Last updated November 10, 2026

Labs

How players buy, enter, run, staff, raid and sell private weed labs in lation weed, from the lab marketplace to the Manage Lab panel.

Configuration

Every lation weed setting with its default and limits, as edited in game under /weedadmin > Config, plus the files you still edit by hand.

On this page

Default strainsStrain settingsGrowth and yieldStage modelsAdd a strainEdit or remove a strain
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