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).
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.
Why this over generic growing scripts
| Generic Growing Scripts | rde_wildplant |
|---|---|
| Multi-stage growth | 4 stages — Seedling → Young → Flowering → Ready |
| Weather effects | Rain, thunder, sun, fog all apply real multipliers |
| Quality system | 80-100% random quality directly scales yield |
| Real-time sync | Triple sync architecture, not polling |
How It Works
- Planting — player uses a weed_seed item near valid ground; ox_target interaction starts the process
- Growth — plant advances through 4 stages over ~45 minutes; weather speeds up or slows down progression
- Harvesting — at stage 4, player uses harvest_tool via ox_target
- Rewards — 25–75 harvested_weed items, scaled by quality and weather bonus, 30% chance for a bonus seed
Dynamic Weather Effects
| Weather | Growth Multiplier |
|---|---|
| Rain | 1.20 — 20% faster |
| Extra Sunny | 1.15 — 15% faster |
| Thunderstorm | 0.80 — 20% slower |
| Foggy | 0.85 — 15% slower |
Weather is checked live and affects all active plants in real time — pair with rde_weather for a fully seasonal growing cycle.
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.
Configuration
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,
}
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'.
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.
Changelog
Initial release — 4-stage growth, dynamic weather integration, quality-based yield, triple sync, triple admin verification.