Premium Weed Script **We are here with one of the best systems with Weed Enhancement on Fivem!** -Weed team can grow them live live instantly -Weed grows and develops completely according to your care -Responsive ve modern UI -Can you track the situation with instant logs
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The Weed System by DebuX transforms drug economy gameplay in FiveM with a comprehensive cannabis cultivation, processing, and distribution framework that goes far beyond simple harvest scripts. This isn't just press E to collect weed - it's a fully realized agricultural and criminal enterprise system with multi-stage plant growth, environmental factors affecting yields, quality variations determining value, processing mechanics transforming raw product into sellable goods, and distribution networks creating risk/reward dynamics. Perfect for servers wanting realistic drug roleplay, criminal organization economics, or diversified illegal income sources beyond basic robbery scripts.
What sets the DebuX Weed System apart is its attention to cultivation realism while maintaining playability. Plants progress through multiple visual growth stages requiring player investment - watering, fertilizing, lighting management, temperature control. Environmental factors like grow location, equipment quality, and player skill affect final yields and product potency. High-quality weed fetches premium prices while neglected crops produce garbage-tier product barely worth selling. This creates skill-based gameplay where experienced growers consistently profit while beginners struggle, rewarding knowledge and dedication rather than everyone getting identical results from mindless farming.
The Weed System (DebuX) provides complete cannabis cultivation infrastructure from seed to sale. You get the planting system allowing players to place weed plants at designated grow locations or hidden spots, multi-stage growth mechanics with 6-12 visual growth stages using custom plant models that evolve from seedlings to mature plants, plant care requirements including watering, fertilizing, and lighting that must be maintained for healthy growth, environmental simulation tracking temperature, humidity, and light exposure affecting crop quality, harvesting mechanics producing raw weed items with quality ratings (low/medium/high/premium), processing systems transforming harvested weed into sellable products (dried buds, pre-rolls, edibles), and distribution mechanics for selling processed goods to NPCs or player dealers.
Configuration files let you customize growth times (realistic multi-day grows or accelerated for gameplay), required items and tools (seeds, water, fertilizer, grow lights, pH meters), quality tiers and pricing structures, legal consequences (police detection, raids, seizure), grow location management (indoor, outdoor, greenhouse), and integration with your existing drug frameworks. Custom 3D weed plant models are included showing realistic visual progression from sprout to harvest-ready plant.
Players begin by acquiring seeds through purchase, theft, or harvest from previous crops. Seeds are planted at designated grow locations - could be personal housing interiors, warehouse spaces, hidden outdoor fields, or mobile grow vans. Once planted, seedlings appear and begin their growth cycle based on server configuration (4-8 hours real-time typical, or accelerated 30-60 minutes for active servers).
During growth, plants require regular care. Water levels decrease over time - players must water plants every X hours or growth slows and quality degrades. Fertilizer applications boost yield potential if applied during specific growth stages. Lighting must be managed - too much wastes electricity and attracts police attention, too little slows growth. Temperature control prevents heat stress (wilting) or cold damage (stunted growth).
Players can check plant status showing water level, fertilizer status, growth stage, estimated time until harvest, and current quality projection. Smart growers maintain optimal conditions producing premium-quality harvests. Lazy growers who plant and forget return to find low-quality crops worth fraction of potential value.
At maturity, plants are harvested producing raw weed items with quality ratings. This raw product must be processed - drying, curing, trimming - before it's sellable. Processing requires time or specific locations (drying racks, curing jars). The final product can be sold directly to dealers, used to craft joints or edibles, or distributed through player-run businesses.
The Weed System creates meaningful risk/reward decisions at every stage. Indoor grows are safe from police detection but require expensive equipment and location rental. Outdoor grows are free and solar-powered but visible to police helicopters and vulnerable to raids. Large operations produce massive profits but attract serious police attention and rival gang interference. Small personal grows stay under radar but generate modest income.
Selling creates additional risk tiers. Selling to NPC dealers is safest but offers lowest prices. Street corner dealing fetches premium prices but exposes players to police patrols and undercover stings. Player-run dispensaries (if legalized on your server) offer legitimate business fronts but require permits, taxes, and regulatory compliance.
ensure debux-weed-systemMost FiveM drug scripts are simple interact-point farming: press E, wait timer, receive drugs. The DebuX Weed System treats cultivation as an actual profession requiring knowledge, investment, and skill. The multi-stage growth with care requirements creates engagement beyond afk farming. Players can't just plant 50 seeds and walk away - they need to return, check status, water, fertilize, manage conditions. This transforms drug dealing from mindless grinding into active gameplay.
The quality tier system rewards dedication over quantity. A single carefully maintained premium plant produces more profit than five neglected garbage-tier plants. This encourages mastery - learning optimal fertilizer timing, ideal watering schedules, environmental sweet spots. Experienced growers develop reputations for quality product, commanding premium prices and building customer bases.
Police detection mechanics create real stakes. Large operations generate heat through electricity consumption, suspicious traffic, smell radius. Players must balance profit potential against detection risk, leading to strategic choices: many small distributed grows or one massive operation with heavy security? This makes law enforcement interaction meaningful rather than artificial spawn timers.
Housing/Property: Use player-owned houses, warehouses, or businesses as indoor grow locations. Integrate rent payments and utilities (electricity costs for grow lights) for economic realism.
Gang Territory: Control outdoor grow fields through territory systems. Gangs defend crops from rivals, creating conflict points and valuable territory worth fighting over.
Police Scripts: Integrate with police dispatch for grow operation tips, raid mechanics, search warrant systems. Make drug busts meaningful by seizing entire grows plus processed inventory.
Business Frameworks: Allow players to operate legal dispensaries requiring business licenses, tax payments, inventory management. Illegal growers supply legal businesses creating gray-market dynamics.
Lab/Crafting Scripts: Extend into edibles crafting, concentrate extraction, packaging systems. Advanced processing requires chemistry skills and expensive equipment but produces premium products.
The extensive config.lua allows server-specific customization. Set growth times anywhere from 30 minutes (active arcade-style) to 48 hours (ultra-realistic). Configure yield amounts from 5-50 units per harvest based on economy needs. Define quality multipliers for pricing (garbage 0.3x, premium 3.0x base price). Set police detection thresholds (10+ plants trigger investigations).
Customize required items - maybe fertilizer is optional luxury improving yields or mandatory requirement for any growth. Define grow zones (only specific areas allow planting) or free-plant anywhere for sandbox freedom. Set plant limits per player preventing single-user mega-farms or allow unrestricted capitalism.
The Weed System creates entire economic chains. Players buy seeds from growers or suppliers. Equipment vendors sell lights, fans, nutrients. Chemists process raw weed into advanced products. Distributors transport product to street dealers. Dispensary owners provide legal sales fronts. Police seize crops creating scarcity and price spikes. Each role generates income opportunities while creating interdependence rather than isolated grinding.
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