# F.A.Q > Frequently asked questions for ML Planting Category: PLANTING · Source: https://miciomods.it/docs/ml-planting-faq · Last updated: 2026-07-28 ## Setup **How do I change the language?** Set `Config.Language` in `shared/config.lua`: **shared/config.lua** ```lua Config.Language = 'en' ``` **Why are plants not appearing after placement?** 1. Verify the prop model exists in GTA (check the model name in the admin panel) 2. Check `Config.StreamRadius` - you may be too far away 3. Ensure no ground material restriction is blocking placement (`Config.OnlyAllowedGrounds`) **Why do I get database errors on startup?** Check that `oxmysql` is running and the database connection is working. Tables are created automatically on first start. ## Mechanics **How does growth work?** Plants grow over time based on `Config.GlobalGrowTime` (each plant type can override it). Water drains at `Config.WaterDecay` per minute: below `Config.WaterThreshold` the plant starts losing health, and at 0 water growth stops entirely. Keeping fertilizer above 50 speeds up growth by up to 50%. **How do growth zones affect plants?** Plants inside a growth zone use the zone's `growMultiplier` (2.0 = twice as fast) and `yieldMultiplier` (boosts harvested counts). Zones can also restrict which seeds are allowed and cap the total plants inside. Manage them in `shared/zones.lua` or from the admin panel zone editor. **Can I restrict where plants are placed?** Yes. Set `Config.OnlyAllowedGrounds = true` and list the allowed ground material hashes in `Config.AllowedGrounds`. The available materials and their hashes are listed in `Config.GroundMaterials`. **How do per-plant limits work?** `Config.PlayerPlantLimit` sets a global cap. Use `Config.PlantLimitOverrides` to set different limits for specific plant types. **How do players interact without a target system?** Every plant gets a target interaction sphere. As a fallback, the `/plantmenu` command opens the interaction menu for the nearest plant within 3 meters. **Can I require a skill to plant or harvest?** Yes, and each action is separate. Open the plant type in the admin panel, go to **Skill Integration** and pick the tab you want: Plant, Water, Fertilize or Harvest. Set a required skill, a minimum level, or both. An action left empty requires nothing. Set it once on the category and every plant in it inherits the same rules. **How do plants grant skill XP?** In the same section, per action. Pick the skill that receives the XP, or just a category, then set the amount. Harvest XP is scaled by the plant health and the zone yield multiplier; planting, watering and fertilizing grant their flat amount. The global multiplier and the per-harvest ceiling live in the config: **shared/config.lua** ```lua Config.ExternalSkills = { Enabled = true, Resource = 'ml_skills', XpMultiplier = 1.0, MaxXpPerHarvest = 500, } ``` **What happens if the skill resource is not installed?** Every requirement passes and no XP is granted. The same applies while the resource is restarting or when a player has not been loaded into it yet, so nobody is ever locked out of a crop by a progression system that is down. Set `Config.ExternalSkills.Enabled = false` to switch the whole system off on purpose. ## Admin **How do I create new plant types?** Use the admin panel (`/plantadmin`). Plant types, categories, seed items, and growth configs are all managed through the UI and stored in the database. **Who can access the admin panel?** Players with admin permission on your framework. `ml_bridge` resolves the check (the `admin`/`god` group on QBCore, Qbox and ESX, or ACE admin on standalone). ## Updates **How do I update the script?** 1. Download latest from CFX Portal 2. Backup `shared/config.lua`, `shared/zones.lua`, `server/config_server.lua`, the `open/` folder and the two `handlers.lua` files if you edited them 3. Replace all files except config 4. Restart the resource Plant data, plant types, categories and zones are stored in the database - they survive updates.