> For the complete documentation index, see [llms.txt](https://beetle-studios.gitbook.io/beetle-studios-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://beetle-studios.gitbook.io/beetle-studios-docs/beetle-studios/weed.md).

# Weed

### Overview

`bs_weed` is a full cannabis progression system for FiveM focused on long-term gameplay, not just simple plant-and-harvest loops. Players move through outdoor and indoor cultivation, manage plant health, unlock higher-tier methods, breed custom genetics, process product through multiple post-harvest stages, and build reputation with dealers and mission contacts.

The script is built to support roleplay-heavy economies with configurable pacing, ownership rules, progression gates, and risk/reward options. Server owners can tune everything from growth speed and yields to theft behavior, indoor unlock requirements, drying times, missions, and market flow through `shared/config.lua`.

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### Features

* Complete grow lifecycle from seedling to harvest with indoor/outdoor differences, water/nutrient systems, health states, pruning, pests, and weather effects.
* Indoor advanced systems including DWC growing, pH management, grow-light requirements, fan-assisted drying, and optional precision object placement.
* Deep genetics and breeding with multi-trait inheritance, mutation possibilities, lineage tracking, and custom strain development.
* Large strain ecosystem with thousands of strains and classification/color support for variety and replayability.
* Skill tree and progression across cultivation, genetics, and trade, with unlock-based gameplay and configurable caps.
* Reputation-driven economy with dealer tiers, bulk demand systems, mission arcs, and progression-based opportunities.
* Post-harvest production chain including drying racks, jars, trimming, bagging, bricking, and rosin extraction/packaging workflows.
* NPC and mission content such as supply/sell loops, dealer interactions, and story-driven tasks with progression flags.
* Framework and ecosystem support for `qbcore`/Qbox-style setups, `esx`, or standalone, plus `ox_inventory`/`qb-inventory`, and target-system flexibility.
* Server-friendly configuration with extensive controls in one config file and export hooks for integration with other resources.
