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Update it-drugs docs content
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pages/it-drugs/_meta.json

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},
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"adjustments": "⚙️・Adjustments",
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"tipps-and-tricks": "😀・Tipps and Tricks",
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"update": {
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"title": "📡・Update",
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"theme": {
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"footer": false
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}
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},
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"common-errors": {
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"title": "❓・Common Errors",
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"theme": {

pages/it-drugs/adjustments/plants.mdx

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@@ -17,26 +17,56 @@ import AccordionGroup from '@components/AccordionGroup'
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</Callout>
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Now we can look at the configuration of the individual plants.
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### Config.PlantDistance
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```lua
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Config.PlantDistance = 1.5 -- minimum Distance between two plants
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```
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This value is used to determine the minimum distance between two plants.
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If the distance is smaller, the player will not be able to plant a new plant.
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## Allowed Grounds
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### Config.OnlyAllowedGrounds
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```lua
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Config.OnlyAllowedGrounds = false -- Only allowed grounds
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```
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Config.OnlyAllowedGrounds is used to set whether a plant may only be planted on permitted grounds.
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If Config.OnlyAllowedGrounds is set to true, the player can only plant on grounds set in Config.AllowedGrounds.
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**Config.OnlyAllowedGrounds** is used to set whether a plant may only be planted on permitted grounds.
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If **Config.OnlyAllowedGrounds** is set to true, the player can only plant on grounds set in **Config.AllowedGrounds**.
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### Config.AllowedGrounds
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## Config.AllowedGrounds
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A list of ground hashes, if a desired ground is not included, the ground hash can be displayed when planting if Config.Debug is true, this can then simply be added to the list.
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## Decay
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```lua
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Config.WaterDecay = 1 -- Percent of water that decays every minute
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Config.FertilizerDecay = 0.7 -- Percent of fertilizers that decays every minute
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```
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The decay settings can be used to set how many percent of water or fertilizer a plant should lose per minute.
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## Threshold
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```lua
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Config.FertilizerThreshold = 10
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Config.WaterThreshold = 10
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Config.HealthBaseDecay = {7, 10} -- Min/Max Amount of health decay when the plant is below the above thresholds for water and nutrition
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```
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The threshold value is the percentage value at which a plant begins to lose life.
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As soon as the values of the plant are below Config.FertilizerThreshold or Config.WaterThreshold, the plant starts to lose life.
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As soon as the values of the plant are below **Config.FertilizerThreshold or Config.WaterThreshold**, the plant starts to lose life.
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The rate at which the plant should lose life can be set with Config.HealthBaseDecay.
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The rate at which the plant should lose life can be set with **Config.HealthBaseDecay**.
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The first value is the minimum and the second value is the maximum.
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A value between these two values is determined every minute. The plant loses this value of life.
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## Destroy Plant
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```lua
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Config.ItemToDestroyPlant = false -- true to need an item to destroy a plant
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Config.DestroyItemName = "lighter"
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```
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If **Config.ItemToDestroyPlant** is set to true, the player needs an item to destroy a plant.
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The item name must be set in **Config.DestroyItemName**.
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*Make sure that the item exists on your server!*
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## Config.Items
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```lua
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['liquid_fertilizer'] = {
@@ -65,7 +95,7 @@ Here you can set the items that can be used to fertilize and/or water the plant.
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```
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This is the unique name of the plant type. The name must not contain any special characters or spaces.
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This will be used later to give a plant a type.
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This will be used later to give a plant a type. **The name must be unique.**
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---
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['weed_lemonhaze_seed']
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```
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We start with the plant id, this specifies the name of the plant, the name is only relevant for the script.
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The plant id must not contain any special characters or spaces and must be unique.
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**The plant id must not contain any special characters or spaces and must be unique.**
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---
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pages/it-drugs/adjustments/processing-tables.mdx

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@@ -40,14 +40,15 @@ The individual processing tables can now be configured here:
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label = 'Joint',
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showIngrediants = true,
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ingrediants = {
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['weed_lemonhaze'] = 3,
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['paper'] = 1
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['weed_lemonhaze'] = {amount = 3, remove = true},
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['paper'] = {amount = 1, remove = true}
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},
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outputs = {
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['joint'] = 2
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},
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processTime = 5,
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failChance = 15,
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showIngrediants = true,
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animation = {
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dict = 'anim@gangops@facility@servers@bodysearch@',
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anim = 'player_search',
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label = 'Joint', -- name of the recipe in the menu
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showIngrediants = true,
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ingrediants = {
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['weed_lemonhaze'] = 3,
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['paper'] = 1
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['weed_lemonhaze'] = {amount = 3, remove = true},
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['paper'] = {amount = 1, remove = true}
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},
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outputs = {
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['joint'] = 2
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},
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processTime = 5,
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failChance = 15,
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showIngrediants = true,
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animation = {
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dict = 'anim@gangops@facility@servers@bodysearch@',
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anim = 'player_search',
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['joint']
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```
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We start with the recipe id, this specifies the name of the recipe, the name is only relevant for the script.
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The recipe id must not contain any special characters or spaces and must be unique.
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**The recipe id must not contain any special characters or spaces and must be unique.**
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---
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```lua
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showIngrediants = true,
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ingrediants = {
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['weed_lemonhaze'] = 3,
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['paper'] = 1
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['item_name'] = {amount = 3, remove = true},
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['second_item_name'] = {amount = 1, remove = true}
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},
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```
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For each recipe you can set whether the player should see which ingredients he needs for this recipe.
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['item_name'] = amount_you_need,
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```
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```lua
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{amount = 3, remove = true}
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```
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This is the amount of the item you need for the recipe and whether the item should be removed from the inventory after crafting.
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If `remove` is set to **false**, the item will not be removed from the inventory.
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---
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```lua
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</Callout>
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<AccordionGroup>
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<Accordion title="Recipe configuration template">
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```lua copy
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['uniqe_table_id'] = {
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label = 'item_label', -- name of the recipe in the menu
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showIngrediants = true,
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ingrediants = {
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['item_one'] = {amount = 3, remove = true},
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['item_two'] = {amount = 1, remove = true}
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},
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outputs = {
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['output_item'] = 2
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},
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processTime = 5,
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failChance = 15,
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showIngrediants = true,
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animation = {
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dict = 'anim@gangops@facility@servers@bodysearch@',
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anim = 'player_search',
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}
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},
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```
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</Accordion>
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<Accordion title="Processin table configuration template">
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```lua copy
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['uniqe_table_id'] = {

pages/it-drugs/adjustments/zones.mdx

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Here, it is possible to create zones that can have an effect on the growth speed of certain plants.
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## Config.GlobalGrowTime
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```lua
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Config.GlobalGrowTime = 10 -- Time in minutes for a plant to grow
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```
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This variable defines the growth rate in minutes for the plants and is taken as the base value for all future modifications.
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To use the different zone settings, this variable must be set to true.
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As long as it is set to false, any modification in the zones will not be used.
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Later in the configuration, you can change the growth rate of individual plants or zones.
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## Config.Zones
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The individual zones can be created and edited here.
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['weed_zone_one']
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```
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We start with the zone id, this specifies the name of the zone, the name is only relevant for the script.
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The zone id must not contain any special characters or spaces and must be unique.
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**The zone id must not contain any special characters or spaces and must be unique.**
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---
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