This comprehensive marijuana growing system brings realistic cannabis cultivation to your FiveM server with proper growth stages, resource management, and la...
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This comprehensive marijuana growing system brings realistic cannabis cultivation to your FiveM server with proper growth stages, resource management, and law enforcement interactions. With 141 active installations, it's the proven solution for servers wanting authentic drug farming mechanics without excessive complexity. Players can plant their own weed anywhere on the map, tend to crops with watering and feeding systems, and process harvested plants into sellable joints - while police can discover and destroy illegal grows.
You get a complete plant-to-product cannabis system with visual growth stages, male and female seed varieties, and full crop management mechanics. The package includes watering systems, fertilizer mechanics, visual plant models that change as they grow, joint crafting functionality, and law enforcement destruction tools. It's framework-compatible with ESX and QBCore, integrating with your existing item and job systems. Everything from seed acquisition to final product sales is included in one cohesive resource.
Players acquire male or female marijuana seeds through dealers, shops, or other in-game sources. They find a planting location - maybe a hidden forest spot, rooftop garden, or rural property - and plant the seed. A small seedling prop appears that only the planter (and police) can see or interact with. Over time, players return to water and feed their plants. Each successful care session advances the growth stage, with the plant model changing from seedling to adolescent to mature. Neglected plants stop growing or die if not watered. When plants reach full maturity, players harvest them to receive raw marijuana items. These can be processed into joints using a crafting menu. Meanwhile, police conducting searches can stumble upon grow operations and destroy the plants, confiscating any product and arresting the grower if caught.
Hidden Grow Operation: A criminal gang establishes a grow house in Paleto Bay with 20 plants. Gang members rotate watering duties, checking plants every few hours. They harvest mature plants weekly, processing batches of joints to sell through their street dealers. The remote location keeps police away, but rival gangs might raid to steal crops.
Police Raid: Detectives receive a tip about unusual activity at a warehouse. During investigation, they discover a massive indoor grow operation with dozens of plants at various stages. Officers methodically destroy each plant, document the operation for charges, and stake out the location to arrest the growers when they return.
Small-Time Grower: A solo player plants 3-4 plants in the forest near their house. They're not running a major operation, just growing personal supply to craft joints for buffs or casual sales. They water plants during morning routines before heading to their legal job, maintaining low-profile cultivation.
Turf Wars: Two gangs clash over prime growing territory in the Alamo Sea area. One gang plants dozens of crops, but rivals discover the location and destroy everything. The first gang retaliates by raiding enemy territory, leading to ongoing warfare over who controls profitable growing zones.
resources/[illegal]/ or your preferred organization directoryconfig.lua to set growth stage durations (e.g., 2 hours per stage, 6 hours total)ensure marijuana-growing to server.cfg and restartMany weed scripts are either too simple (instant growth, no care required) or overcomplicated (chemistry systems, pH levels, temperature controls). This resource hits the realistic middle ground - plants need care but don't require a horticulture degree to manage. The plant anywhere freedom is crucial; location-restricted scripts force all growers to the same spots, creating unrealistic clustering. Here, smart criminals find hidden locations while careless ones plant in obvious places and get raided. The male/female seed system adds variety and strategy - experienced growers learn which seeds produce better yields. The police destruction mechanic creates genuine risk; this isn't consequence-free farming. With 141 installations, it's proven to balance realism with playability, making drug farming engaging rather than tedious.
Server owners implement this script because it solves a fundamental problem: how do you make drug economies feel earned rather than purchased? When players simply buy marijuana from NPC dealers, there's no gameplay, no risk, no territorial value. This script creates entire gameplay loops - criminals scout grow locations, defend territories, manage cultivation schedules, and coordinate harvests. Police get actual detective work - finding grow ops, staking out locations, timing raids when growers arrive. It generates organic conflicts: rival gangs discover each other's crops and face choices between raiding or leaving them to avoid escalation. The time investment makes product valuable; players who spent hours tending plants won't sell joints cheaply, creating realistic drug economy pricing. For servers wanting meaningful criminal gameplay beyond press E to buy drugs, this script delivers sustainable content.
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