What this is
A strain list, and a magazine about it
The first player in the world to breed a generated strain names it. Not the first in their save - the first, full stop, decided by when the discovery reaches this server.
Weedtimes Mag belongs to BreedToSeed, a breeding mod for Schedule I. Two halves: a reference for all 723 strains the mod can produce, and a list of who discovered each of the 684 generated ones first.
Left to be first at, tonight
666
of the 684 generated strains have never been bred by anybody. 55 of them have both parents discovered already.
Open all strains- Strains in the mod
- 723
- Starter strains
- 39
- Generated, yours to name
- 684
- Named so far
- 18
How you get a name
01
Put two plants under one tent
Any two strains you hold can share a breeding tent, and cutting them gives you a seed of whatever they make. If nobody in the world has bred that strain before, the discovery is yours. In co-op the tent's owner gets the credit, not whoever cut the plant.
02
The discovery saves itself
It is written into your save first and reaches this server when it can, so breeding one offline still counts, and so does breeding one before you have ever connected your game. The race is decided by arrival here rather than by your clock: a find that waits three days can lose to one bred later and saved sooner.
Discovered03
Name it, permanently
Breeding it is enough to get the right to name it, and the right keeps - the name can follow hours or days later, from the Weedtimes Mag app on the in-game phone or from your profile here. Once it is named it shows up on that strain in every other player's game.
Named
How high the tree goes
39 strains are starter strains - designed, named, and the same for everyone. The 741 pairs they make include the 57 strains somebody wrote down; the other 684 are generated from their parents by a fixed rule, and those are the ones with nobody's name on them.
- Tier 01 effectOn sale from the first minute. Everything else descends from these four.The plant the other five are measured against.4 starter
- Tier 12 effectsEach of the six pairs of two base strains.A fresh family starts at 0.90x yield, 1.15x growth time, 0.95x quality.6 starter
- Tier 23 effectsThe first strains that need a parent you bred yourself.A fresh family starts at 0.75x yield, 1.35x growth time, 0.85x quality.10 starter
- Tier 34 effectsWhere families start to specialise.A fresh family starts at 0.60x yield, 1.60x growth time, 0.75x quality.10 starter
- Tier 45 effectsElite, with three mixer slots left open.A fresh family starts at 0.45x yield, 2.00x growth time, 0.65x quality.8 starter
- Tier 56 effectsOne strain, both parents tier 4. The end of the tree.A fresh family starts at 0.35x yield, 2.40x growth time, 0.58x quality.1 starter
The ceiling
A generated strain sits at its higher parent's tier, never above it. So a lucky match of parents is a sidegrade with a different set of effects, never a shortcut past the starter tree.
There is no randomness anywhere: the same two parents give the same strain in every player's game, on every computer. That is what makes one shared strain list possible at all.
Outside the count. Two more strains exist that are not bred from parents and are not in the 723. In the game a counter says how many of the two you have and nothing else. They are not in this list either, so nothing on this site will ever tell you what they are.
Why half the strains say ???
A strain is listed by its parents, and a parent nobody has bred yet is written ???. It resolves for everyone the moment the first player in the world breeds that strain.
One parent known
| Granddaddy Purple x ??? one side is out there already | tier not known yet | Undiscovered |
The tier is held back as well. A strain sits at its higher parent's tier, so printing it beside a hidden parent would hand that parent over by subtraction.
Both parents known
| Granddaddy Purple x Grape Crack both parents discovered - breed it and the name is yours | tier 1 | Undiscovered |
Nothing is hidden here and nothing is named yet, so the tier prints in full. Weedtimes sorts these to the top: they are the rows anybody can act on tonight.
That puts the 35 starter hybrids in the same game as the generated ones. Working out what a strain needs is itself a discovery, and the list stops being a lookup table you read once. It gets written as people play.
The four base strains are never hidden - they are on sale in the seed shop from the first minute, and pretending otherwise would say nothing true. A strain nobody has bred has no page here at all yet, for a plain reason: a page's address is built from its parents, so it would give away in the address bar exactly what the page was withholding.
In the game the same fog is drawn from your save rather than from the world, because that is what a player means by "discovered". Somebody else's progress does not lift it.
What a name may be
- 2 to 20 charactersit has to fit on the seed vial's printed label
- Letters, numbers, spaces, hyphens, apostrophesnothing else
- No accented letters, no emojithe game draws them as empty boxes
- Unique across all of Weedtimescase and spacing are ignored, so "Sunset Haze" and "sunsethaze" are one name
- No trademarks, no real peoplethe mod already renamed three strains away from those
Moderation, honestly
A name is scored when it arrives. Most go live immediately - waiting for a human would ruin the moment somebody just earned. A name that trips the filter waits for a moderator instead, and a name that should never have gone live can be taken down afterwards, in which case the strain goes back to having no name.
Players who would rather not see other people's names in their own game can turn that off in the mod's settings. Their discoveries still count.
- Undiscovered nobody has bred it
- Discovered somebody has the right to name it, and nobody else can take that strain
- Name being checked a name arrived and a moderator has to read it first
- Named the name is public