This guide covers the Cannabis 0.16.8 add-on for Grims Crops 0.16.2+. Times, quantities and effects below are the defaults; a server may change them.
1. Get seeds and plant
Get Sativa Seeds or Indica Seeds from the Stoned Wanderer, a named Wandering Trader with no llamas and a deeper voice. Seeds do not drop from grass or ferns. If your server has the Cannabis Dispensary, you can also buy them with /shop dispensary.
Wanderer trades and other seed sources
Each visit offers three to five trades, including a common flower for one to three seeds. His other offers take Crops snacks and drinks. He sometimes sells a Lighter for a candy, or buys an unused Lighter for six seeds. A used Lighter cannot pay that trade.
Visits follow vanilla rarity, so finding him can take time. Staff can supply seeds with /gcrops seeds. An installed Dispensary sells both seeds, all hemp/smokes and the gear. Its supplied testing prices are 1 buy / 1 sell; servers can set their own prices.
Plant and water the seeds as you would other Grims crops. Choose a suitable biome:
- Sativa: warm temperate biomes, including plains, forests, swamps and jungles.
- Indica: cool temperate biomes, including taigas, birch forests, meadows and cherry groves.
Both need daylight, or a glowstone, shroomlight, sea lantern or froglight 2–4 blocks directly above the crop block. Use the Grower’s Gauge to check climate and light.
Growth speed, watering and greenhouses
Outside its preferred climate, a strain grows at 40% speed, including in extreme biomes. A registered normal greenhouse ignores climate and gives the normal 2× harvest bonus, if greenhouses are enabled.
Agriculture and existing fertilizers work normally. Dry soil slows growth. Cannabis does not receive the optimal-moisture harvest bonus, but still needs normal watering. This expansion uses the existing normal greenhouse; a separate cannabis greenhouse is not included.
2. Harvest Wet Hemp
Harvest the mature plant to collect Wet Hemp of the same strain. Harvesting resets the plant to its planted stage so it can grow again.
Wet Hemp is the starting ingredient. Take it to the Rolling Station’s cabinet to dry it before crafting or grinding.
3. Dry the harvest
Wet Hemp must dry before it can be rolled or ground. You can craft as soon as it is Dry. Waiting for Premium is optional.
| What you want to do | How to open it |
|---|---|
| Dry or age hemp | Crouch + right-click the station with an empty hand. |
| Craft items | Right-click normally, without crouching. |
Holding a placeable block while crouching lets you build against the station instead of opening the cabinet.
Build the Rolling Station
At an ordinary crafting table, use 3 paper and 6 planks to make one station:
Paper Paper Paper
Planks Planks Planks
Planks Planks Planks
Any plank type works, including a mixture. Logs are not planks. Place the finished station in the world.
Drying your first harvest
- Crouch-right-click the Rolling Station with an empty hand.
- Put Wet Hemp into its nine-slot cabinet.
- Close the cabinet and leave it closed for one real hour.
- Open it and collect your Dry Hemp. You can now roll it or put it through a Grinder.
The cabinet is shared. Opening it pauses drying and ageing for everyone. Closed-cabinet time continues while you are logged out and during server downtime.
Optional ageing: Premium and Stale
Leave Dry Hemp in the closed cabinet if you want to age it. The later timers start when the hemp becomes Dry:
| Hemp | Default timing in a closed cabinet | Use |
|---|---|---|
| Wet | Freshly harvested | Dry it first; cannot roll or grind it. |
| Dry | After 1 hour drying | Ready for regular smokes or the Grinder. |
| Premium | 72 hours after becoming Dry | Makes stronger smokes. |
| Stale | 96 hours after becoming Dry | Still usable at regular strength; uses the Dry Hemp texture. |
Taking hemp out and putting it back in a later cabinet session restarts its current ageing step. Lifting and returning it during the same open session keeps its clock.
4. Craft or pack your items
Right-click the Rolling Station normally to open your crafting grid. The recipes below go in this grid, not an ordinary crafting table or a Stove.
These eight recipes are shapeless: ingredient positions do not matter. Put the ingredients in the input slots and take the result. Each click makes one item and uses one recipe’s ingredients. Leave space in your inventory.
Use plain vanilla materials for the non-hemp ingredients. Custom items that look like paper, iron or glass are not substitutes. Your crafting grid is personal; two people can craft independently at one station. Unused ingredients return when you close it.
Doobie
Ingredients: 1 dry or stale hemp + 1 paper. Makes: 1.
6 hits. Either Sativa or Indica; the consumed bud determines the strain.
Blunt
Ingredients: 1 dry or stale hemp + 1 dried kelp. Makes: 1.
12 hits. Use dried kelp, not fresh kelp or a dried kelp block.
Lighter
Ingredients: 1 iron ingot + 1 flint. Makes: 1.
64 uses. Lights a fresh Doobie or Blunt once; a Hand Pipe or Zilly Zong uses it for each completed hit.
Grinder
Ingredients: 2 iron ingots + 1 flint. Makes: 1.
Crafts empty. Right-click with usable hemp in your inventory to fill it.
Hand Pipe
Ingredients: 2 plain glass panes + 1 clay ball. Makes: 1.
Crafts empty. Pack it from a filled Grinder; one portion supplies one hit.
Zilly Zong
Ingredients: 3 plain glass blocks + 1 empty glass bottle. Makes: 1.
Crafts empty. Pack it from a filled Grinder; two portions supply two hits.
Using the Grinder, Hand Pipe and Zilly Zong
- Fill the Grinder: stand up and right-click while holding it, with Dry, Premium or Stale Hemp in your inventory. Each bud adds five portions, up to a capacity of nine. Two buds fill it; a full Grinder refuses more hemp.
- Pack the item: keep the filled Grinder in your inventory and right-click an empty Hand Pipe or Zilly Zong while standing.
- Check the load: a Hand Pipe takes one portion for one hit. A Zilly Zong takes two portions for two hits. A full Grinder supplies nine pipe loads, or four Zong loads and one pipe load.
Smoking gear and finished smokes do not stack. Hemp, seeds and Rolling Station items do.
Mixing strains and qualities
Premium hemp makes gold-star Premium Doobies and Blunts. The consumed bud determines the roll’s strain. Do not mix Premium and regular hemp in one crafting grid; that has no matching recipe.
In a Grinder, mixing Premium with regular hemp makes the entire fill regular. The first attempt warns and refuses; repeat within five seconds to confirm. Mixing Sativa and Indica is allowed without a warning and makes a Mixed fill, which uses Sativa effects.
If a recipe does not work
- Check that the hemp is dry. Wet Hemp cannot make smokes or fill a Grinder.
- Check the menu. Right-click normally for crafting. Crouch-right-click opens the drying cabinet.
- Remove unrelated items. Spare containers or unrelated ingredients block a recipe. Extra amounts of the correct ingredients are allowed.
- Lighter or Grinder? Use exactly one iron ingot for a Lighter. Two or more iron ingots plus flint select the Grinder, even if the iron is split across slots.
- Check the kelp and glass. Blunts need dried kelp, not fresh kelp or a dried kelp block. Hand Pipes need plain glass panes and a clay ball; Zongs need plain glass blocks and an empty glass bottle. Stained glass does not work.
- Do not mix Premium and regular hemp in the crafting grid. Use one quality at a time.
- Some items come from another step. Seeds come from trading; Premium Hemp comes from ageing. Pack a pipe or Zong using a filled Grinder, not another station recipe.
5. Use the finished smoke
- Hold a Doobie, Blunt, or packed Hand Pipe/Zilly Zong.
- Keep a Lighter in your inventory when lighting a fresh roll or using a pipe/Zong.
- Stand up and hold use for two seconds to complete a hit. Releasing early gives no hit and spends no Lighter use.
Doobies and Blunts: the first completed hit lights the roll and uses the Lighter once. After that, the roll stays lit and needs no more Lighter uses. Passing it, storing it or restarting the server keeps its lit state. Partly used rolls from earlier versions also count as lit.
Hand Pipes and Zilly Zongs: every completed hit needs a Lighter and spends one of its uses. A Lighter has 64 uses.
Crouching is for passing, not smoking or packing. Crouching also stops a hit you are holding; stand up to use the item again.
Share with another player
Crouch-right-click another player while holding a Doobie, Blunt, Hand Pipe or Zilly Zong in either hand. Regular or Premium smokes and empty or packed gear can be passed. Remaining hits, strain and loaded contents stay with the item.
The recipient needs a free inventory slot; otherwise you keep the item. Passing does not need or use a Lighter.
Java and Bedrock visuals
Java uses a hold-to-mouth animation; Bedrock is configured to use a spyglass animation. The Zilly Zong has a 3D held model on both editions, including its packed bowl, and uses its item icon in inventory slots. A completed hit produces tip smoke and an outward exhale. A used Doobie or Blunt smoulders while held.
The Stoned meter
The meter runs from 0.0 to 10.0. Each completed hit adds the amount below:
| Item | Hits | Regular increase per hit | Premium increase per hit |
|---|---|---|---|
| Doobie | 6 | 0.3 | 0.5 |
| Blunt | 12 | 0.4 | 0.6 |
| Hand Pipe | 1 per load | 0.3 | 0.5 |
| Zilly Zong | 2 per load | 2.0 | 3.0 |
Sativa gives short Speed/Haste effects. Indica gives brief regeneration and slowness. Mixed or unknown strains use Sativa effects. Effect icons are hidden. A temporary action-bar message appears when your meter crosses a stage boundary in either direction.
| Stage | Threshold | Effect |
|---|---|---|
| Buzzed | 1.5 | No extra random player smoke |
| Stoned | 4.0 | Munchies and occasional sideways stumbles; stronger hunger for Indica |
| Couch-locked | 7.0 | Heavy slowness, with munchies and stumbles |
| Greening out | 9.0 | The same effects, with a warning |
| Greened out | 10.0 | Blackout; movement at 30% of normal; smoking refused |
The blackout ends when the meter falls to 9.0—normally 30 seconds after reaching a full meter. Food and milk can end it sooner. A server can configure a relocation spot, but relocation is off by default.
- Wait: the meter drops by 0.1 every three seconds, including while logged out. Five minutes clears a full meter.
- Eat food: each food item lowers the meter by 0.5.
- Drink vanilla milk: one bucket lowers it by 5.0.
- Death: resets the meter.
Grims items cannot be repaired, merged, renamed or enchanted in an anvil, or placed in a grindstone.