¶ Weed Seed
One seed is consumed for every completed plant.
Grow your way through Drug Manufacturing from a 10-plant starter patch to the 50-slot Island High operation — planting, feeding, drying, trimming and packaging every batch yourself.
Weed uses the Drug Manufacturing skill. Your first grow is available from Level 0 and every plant follows the same core production chain.
One seed is consumed for every completed plant.
Every plant also consumes one Water Bottle when planting completes.
Optional for growth, extremely useful if you care what comes out the other end.
Finished trimmed product needs packaging before it becomes sellable stock.
Higher Drug Manufacturing levels open larger personal grows. Capacity is the number of plant slots you can have active at that grow at the same time.
Your entry point into Weed. Small enough to manage without requiring a horticulture degree.
A substantial step up in throughput once your Drug Manufacturing career is established.
The largest Weed grow in the current system. At this point the farm has become a scheduling problem.
Planting uses a proper interaction sequence rather than a single progress bar. Your planting performance contributes to the crop's starting quality.
Work the loose soil outward to form the planting divot.
Place the Weed Seed into the prepared soil.
Pull the displaced soil back over the seed.
Finish with one Water Bottle and the timer begins.
Fertiliser becomes available once the plant reaches roughly 25% growth. The best timing window is centred around the middle of the grow cycle.
Higher Drug Manufacturing levels therefore do two things at once: the plant grows faster and the best fertiliser window becomes more forgiving.
Timing gets you into the right quality band; accuracy still matters. The fertiliser game asks you to hit highlighted areas for even coverage across six rounds.
Quality follows the batch all the way through harvest, drying, trimming and packaging. The final grade decides which finished Weed item is created.
Every crop starts from a base of 65 quality, with planting performance adding up to +10.
Timing contributes up to +12, with fertiliser minigame accuracy adding up to another +4.
Bad trimming can remove up to 8 quality; an excellent trim can add up to +4.
Harvesting creates a fresh Weed batch. Fresh product then moves through the drying station before it can be trimmed and packaged.
Drying batches remain stored server-side. Disconnecting or restarting does not wipe the timer. Drying itself awards no Drug XP.
Trimming is performance-based. Move the scissors onto a branch and cut close to the bud. Cleaner cuts protect or improve quality; poor cuts drag the batch backwards.
Packaging does not automatically max anything. Pick the exact number of bags and bricks you want from a trimmed batch.
Creates one grade-matched finished Weed bag.
Creates one grade-matched Weed brick. The current packaging system marks bricks for a 10% sale premium.
Weed progression rewards the actual production chain. Global M$NTED XP modifiers are applied by the main XP system on top of these base awards.
The Drug Manufacturing dashboard keeps your crop state together even when you are nowhere near the grow.
Three persistent tracker slots are supported. A tracker can watch an active farm or a drying batch, allowing the HUD to surface the most useful upcoming timer/state.
Weed integrates with the wider M$NTED perk system. These effects only apply when the relevant selectable perk is equipped.
Planting, fertilising and harvesting can process up to four plants per interaction instead of one.
Same farm. Same resources. Four times less clicking. Civilization advances.
Unlocks the Lamar distribution network. Equip the perk, call Lamar, meet him in the normal world and hand finished product into his network.
With The Connect equipped, Lamar becomes an end-game distribution option for finished Weed. He does not stand permanently in one place: call him, follow the route to the arranged meetup and do business there.
Lamar sells bags. If you hand over a brick, his people break it down into a quality-dependent number of bags before it enters circulation.
Start with Legion. Learn the timing. Stop butchering the trim. Move north. Reach Island High. By the time Lamar knows your number, the Weed itself should probably know your schedule.
Plant it. Feed it. Dry it. Trim it. Package it. Try not to forget which grow has 35 plants waiting for you.