RDE_WILDPLANT DOCS
RED DRAGON ELITE // ECONOMY & GAMEPLAY

Rain Speeds It Up.
Thunder Slows It Down.

rde_wildplant grows real plants through four stages, reacting live to server weather — rain accelerates growth, thunderstorms slow it down. Each seed rolls a quality value that scales the final harvest yield, all synced via a triple-sync architecture (statebags + server events + client callbacks).

01 / Start Here

Overview

Plants grow through four realistic stages, react dynamically to weather, produce quality-based harvest yields, and sync perfectly across all clients — all persistent across server restarts via MySQL.

Core Principle Weather checks are cached, not polled every tick — growth rate multipliers apply live without adding per-frame cost.

Why this over generic growing scripts

Generic Growing Scriptsrde_wildplant
Multi-stage growth4 stages — Seedling → Young → Flowering → Ready
Weather effectsRain, thunder, sun, fog all apply real multipliers
Quality system80-100% random quality directly scales yield
Real-time syncTriple sync architecture, not polling
02 / Start Here

How It Works

  1. Planting — player uses a weed_seed item near valid ground; ox_target interaction starts the process
  2. Growth — plant advances through 4 stages over ~45 minutes; weather speeds up or slows down progression
  3. Harvesting — at stage 4, player uses harvest_tool via ox_target
  4. Rewards — 25–75 harvested_weed items, scaled by quality and weather bonus, 30% chance for a bonus seed
03 / Reference

Dynamic Weather Effects

WeatherGrowth Multiplier
Rain1.20 — 20% faster
Extra Sunny1.15 — 15% faster
Thunderstorm0.80 — 20% slower
Foggy0.85 — 15% slower

Weather is checked live and affects all active plants in real time — pair with rde_weather for a fully seasonal growing cycle.

04 / Reference

Quality System

Each planted seed generates a random quality value between 80–100%. Quality directly scales the harvest yield, with an additional weather bonus multiplier applied at harvest time. There's also a 30% chance for a bonus seed on successful harvest.

05 / Reference

Configuration

config.lua
Config.GrowthStages = {
    [1] = 15 * 60,   -- Seedling → 15 min
    [3] = 15 * 60,   -- Flowering → 15 min
    [4] = 0,          -- Ready — harvest immediately
}

Config.Harvest = {
    baseMin = 25, baseMax = 75,
    bonusSeedChance = 0.30, failureChance = 0.05,
}
06 / More

Common Pitfalls

Weather effects not applying

The weather type string returned by your server must match the keys in Config.WeatherMultipliers exactly.

Fix: enable Config.Debug = true and check server console for the actual weather string being read.

Plants stuck at stage 1

Usually a timer or DB connectivity issue.

Fix: verify oxmysql is connected and the rde_plants table exists via SHOW TABLES LIKE 'rde_plants'.

07 / More

FAQ

Do plants survive a server restart?

Yes — full state is persisted in MySQL and reloaded on start.

Is the seed/harvest item defined by this script?

No — you add weed_seed, harvest_tool, and harvested_weed to your ox_inventory items.lua yourself; the script only checks counts and gives items.

08 / More

Changelog

v1.0.0

Initial release — 4-stage growth, dynamic weather integration, quality-based yield, triple sync, triple admin verification.