BTC HERBS - RSG & VORP

BTC HERBS - RSG & VORP

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# btc-herbs β€” Native Herb Harvesting for RedM


## 🌿 What it is

btc-herbs uses **RDR2's native composites**Β 

instead of a static prop with a floating marker and a custom menu. The game

itself raises the **original plant** β€” model, wind sway, native prompt, native

picking animation. Exactly the singleplayer experience, except **your server**

decides what the player gets.

| Common scripts | btc-herbs |

|---|---|

| Static prop + floating marker | Native plant, native prompt, native animation |

| Progress bar or NUI menu | Indistinguishable from the base game |

---

## πŸ“Š What comes ready

### **53 herbs** Β· **7,452 spawn points** Β· **the whole map**

The entire game's flora β€” frozen north, forests, plains, swamp, desert,

riverbanks β€” each herb spawning exactly where it does in RDR2.

---

## πŸ”’ Security & performance

  • **100% server-authoritative** β€” cooldown, reward roll and inventory checks

Β  all run server-side. Native loot is suppressed.

  • **Distance anti-exploit** β€” out-of-range requests are refused and reported to

Β  your Discord webhook.

  • **Item-by-item inventory validation** β€” no duplication; if it doesn't fit,

Β  the cooldown isn't applied.

  • **Distance-based spawn/despawn** β€” only nearby herbs exist client-side.

  • **Zero database** β€” cooldowns live in memory.

---

## πŸ› οΈ One-line configuration

```lua

Config.PlantCooldown = 60 Β  Β  Β  Β  Β  Β  -- minutes

Config.GlobalPlantCooldown = true Β  Β  -- true = global Β· false = per player

```

Rewards support multiple items per herb, each with its own chance β€” add a rare

drop in one line in `config/plants.lua`.

---

## 🧠 Pick or eat β€” extensible without touching the core

Like in singleplayer, the player can **pull** the plant (item to inventory) or

**eat** it on the spot (no item, just the animation). Two open files

(`client/open.lua`, `server/open.lua`) ship with ready hooks β€” `onHerbEaten`,

`onHerbPicked`, `modifyRewardChance`, `canEat` β€” to plug in your own

metabolism, buffs or job perks without touching the protected code.

---

## πŸ”” Native notifications

All notifications are **native RDR3**, via btc-core's `Core.notify` β€” no

generic FiveM toasts. Swappable with a single function rewrite in

`config.lua`.

---

## πŸ“¦ What you need

| Requirement | Note |

|---|---|

| **[btc-core](https://betiucia-scripts-shop.tebex.io/)** | Our framework bridge β€” **required** |

⚠️ The script delivers the items but does **not** create them β€” register the

53 items in your framework (full list in the README).

Runs through btc-core on **RSG** and **VORP**. Translations (`pt-br`, `eng`)

included, open file.

---

## πŸ”“ Escrow β€” what stays open

- βœ… `config/config.lua`, `config/plants.lua`, `config/coords.lua`

- βœ… `locale.lua`

- βœ… `client/open.lua` and `server/open.lua` β€” pick/eat hooks and effects

---

## ❓ FAQ

**Props or native models?**

Native models β€” the same `COMPOSITE_LOOTABLE_*_DEF` plants from singleplayer.

**Can players duplicate items or harvest from far away?**

No β€” all logic runs server-side; out-of-range attempts are blocked and logged.

**Do I need a database or ox_lib?**

No to both. Cooldowns are in memory; notifications use btc-core's `Core.notify`.

**Per-player or global cooldowns?**

Your choice, one config line.

---

### **btc-herbs**

**The entire flora of Red Dead Redemption 2, harvestable, secure, and on your server.**