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Finding Hemp

Warlon Mhite edited this page Nov 8, 2026 · 3 revisions

Home › Growing › Finding Hemp

Every way into Hempdustry 2 that needs no crafting: the wild plants and where they grow, seeds in tall grass, and everything the mod slips into chests, suspicious sand, fishing and creeper drops — with the exact chances. Once you have seeds, Growing Hemp takes it from there.

On this page: The short version · Wild plants · Tall grass · Chests and suspicious sand · Fishing · Music discs · The Villager Trade Rebalance experiment · When a datapack or a server changes things

All the chances here are the same on Minecraft 26.3, 26.2, 1.21.11 and 1.21.1, on Fabric and on NeoForge, at the mod's default settings.

The short version

You want Where to look
Purple Kush Seeds Wild Purple Kush in plains, jungles, swamps and lush caves; tall grass; dungeon, mineshaft, shipwreck, mansion and outpost chests
Lemon Haze Seeds Wild Lemon Haze in savannas, sunflower plains and badlands; tall grass; the same chests
Beldía Seeds (new in 2.1) desert temple chests first of all; suspicious sand at desert temples and desert wells; wild plants on desert riverbanks; desert village houses

Breaking a wild plant is the surest start: one plant gives one to four seeds. The rest is luck.

Wild plants

Wild hemp grows in a curated set of biomes, vanilla's and some well-known biome mods', in small patches. A wild plant is not a crop: it never grows or ripens, and it is there to be found. Break one by hand or with any tool for 1 to 4 seeds of its strain (2.2 on average; Fortune adds more), or take it with shears or Silk Touch to replant or pot it (Growing Hemp).

Wild Purple Kush

One block tall, the look of a half-grown Purple Kush.

Where Biomes How often
On the surface plains, jungle, sparse jungle, bamboo jungle, swamp, mangrove swamp — and any modded biome tagged as a jungle or a swamp (c:is_jungle, c:is_swamp), plus a few named ones from Biomes O' Plenty, Regions Unexplored and Terralith (rainforests, bayous, marshes, fens, wetlands, floodplains, lush grassland, mystic grove, orchid swamp…) a patch in about 1 chunk in 48 of those biomes
In caves lush caves (and Terralith's underground jungle) on the moss floor, roughly one plant per dozen chunks of lush cave

A surface patch is usually 1 to 4 plants, now and then a big one of 6 to 8. Jungle patches often come up empty, because a patch can land on top of the trees.

Wild Lemon Haze

Two blocks tall, the look of a half-grown Lemon Haze — the only two-block wild plant. A hardy plant of dry ground: it stands on sand, red sand and terracotta as well as on grass.

Where Biomes How often
Savanna and grassland savanna, savanna plateau, windswept savanna, sunflower plains — and any modded savanna (c:is_savanna), plus prairies, steppes, grasslands, shrubland, brushland and similar from Biomes O' Plenty, Regions Unexplored and Terralith a patch in about 1 chunk in 64; usually small, one in ten a big one
Wooded badlands wooded badlands (and a few modded dry mesas) about 1 chunk in 128; small patches, never more than six plants
Badlands badlands, eroded badlands about 1 chunk in 256; never more than three plants

Savanna patches are thinner than Purple Kush's on the plains: expect one or two plants, and an empty patch about two times in five.

Wild Beldía

New in 2.1.

There is no wild Beldía flower: wild Beldía is the ripe crop itself, two blocks tall, growing on sand right beside water in a desert — riverbanks, the edge of a pool, a desert shore. A desert with no water has none.

  • Biomes: the desert, and any modded desert tagged c:is_desert. Never a beach.
  • How often: rare. Expect about one plant per 40-odd desert chunks, in patches of one or two — so follow the rivers.
  • What it gives: a full ripe Beldía harvest — 2 buds, 5 leaves, a stem and 3 seeds, plus the usual bonus — and since it is a ripe plant, shear it first for a 1 in 4 chance of charas.

The desert temple is the real source of Beldía, by design (below).

Note: Wild plants only appear in chunks generated after you install or update the mod. Wild Beldía is new in 2.1, so in an older world look in new desert. Chests and suspicious sand you have not opened or brushed yet are a different story: they decide what they hold when first opened, so an old desert temple still gives Beldía seeds.

Tall grass

Break tall grass or a large fern — the two-block ones — without shears, and there is a 1 in 100 chance of a hemp seed: Purple Kush or Lemon Haze, even odds. Fortune adds up to two more seeds per level, as for wheat seeds. Either half of the plant gives the same chance, and only once per plant.

Short grass and small ferns never drop hemp. Grass never gives Beldía: a desert plant is found in the desert.

Chests and suspicious sand

Where What Chance
Dungeon chest (monster room) 1–3 Purple Kush or Lemon Haze Seeds 30% a chest
Abandoned mineshaft chest minecart 1–3 Purple Kush or Lemon Haze Seeds 30% a chest
Shipwreck supply chest 1–3 Purple Kush or Lemon Haze Seeds 30% a chest
Woodland mansion chest 1–3 Purple Kush or Lemon Haze Seeds 30% a chest
Pillager outpost chest 1–3 Purple Kush or Lemon Haze Seeds 30% a chest
Plains or taiga village house chest (new in 2.1) 1–3 Purple Kush or Lemon Haze Seeds 10% a chest
Desert village house chest (new in 2.1) 1–3 Beldía Seeds 10% a chest
Desert temple chest (new in 2.1) 1–3 Beldía Seeds 20% a chest — a temple has four, so about 59% a temple
Suspicious sand at a desert temple (new in 2.1) 1 Beldía Seeds 1 brush in 9
Suspicious sand round a desert well (new in 2.1) 1 Beldía Seeds 1 brush in 9
Shipwreck supply chest 1–4 Hemp Fiber, or 1–3 Hemp Canvas (new in 2.1) 45% a chest: three times in four the fibre, once the canvas
Shipwreck supply chest (new in 2.1) 1–4 Schwag 20% a chest
Village fisher's chest (new in 2.1) 1–3 Toasted Hemp Seeds — cooked hemp seed is the old coarse-fishing bait about 38% a chest
Dungeon or woodland mansion chest one of the mod's two Music Discs 12% a chest
  • Apart from the fisher's chest and the suspicious sand (explained below), each chance is a roll of its own, on top of everything vanilla puts in the chest; a shipwreck supply chest can hold seeds, fibre and schwag all at once.
  • Where a chest says "Purple Kush or Lemon Haze", it is one strain or the other, at even odds.
  • Suspicious sand gives one item per block, and the Beldía seed is one more possibility among the sherds and the rest, so each sherd gets a ninth rarer.
  • The seeds in grass and chests are there to be a find, not a supply. One temple or a few wild plants is all it takes to start a farm.
How the fisher's chest and the brushing chances work out

The fisher's chest is one draw from vanilla's list, 1 to 5 times; Toasted Hemp Seeds are 2 of 13 in that list (vanilla's own wheat seeds, the other nod to bait, are 3). That comes to about 38% of fishers' chests holding some.

The desert well's and the desert temple's suspicious sand each draw one item from a list of 8 (by weight); Beldía Seeds join at 1, so one brush in 9.

The desert temple's chests: 1 − 0.8⁴ ≈ 59% of temples have Beldía in at least one of the four.

Fishing

New in 2.1.

Now and then a length of Hemp Fiber comes up on your line among the junk — an old line, a scrap of net. It is 5 in 105 of junk catches (about 5%, as likely as string; 5 in 115 in a jungle, where bamboo joins the junk), which works out to roughly one catch in 200 without Luck of the Sea.

Music discs

The mod has two Music Discs, Nefuß - Moonlight and Nefuß - Robadob, and they turn up where vanilla's common discs do:

  • A creeper killed by a skeleton (or a stray, or a bogged) drops a random disc, as in vanilla. Ours join that list: with vanilla's twelve, each of the fourteen is 1 in 14, so one creeper drop in seven is one of ours.
  • Dungeon and woodland mansion chests: 12% a chest, either disc at even odds (see the table above).

Neither can be crafted. More about them on Furniture and Decoration.

The Villager Trade Rebalance experiment

The Villager Trade Rebalance experiment (chosen when you create a world) replaces five of vanilla's chests with its own versions — among them the desert temple, the abandoned mineshaft and the pillager outpost. From 2.1.0 on, Hempdustry fills the experiment's chests exactly as it does vanilla's, on both loaders: Beldía in the temple, hemp seeds in the other two.

Note: On 2.0.x, a world with the experiment on had no hemp seeds in its mineshafts and outposts. Unopened chests in such a world get the loot once you update to 2.1, since a chest decides what it holds when first opened.

When a datapack or a server changes things

  • A datapack that replaces a chest gets no hemp in it. If a datapack in your world (or the server's) replaces a loot table — a chest, tall grass, the fishing junk — the mod leaves the replacement exactly as its author wrote it, and adds nothing. The game's own tables, the experiment's and other mods' still get it.
  • A server can turn it all down or off. In config/hempdustry.json, loot.enabled = false removes everything the mod adds to loot — seeds, fibre, canvas, schwag, toasted seeds, chest discs — and loot.chanceMultiplier scales every chance in the tables above (still never past 100%). It does not touch the suspicious sand, the fisher's chest or the fishing junk, which are a share of a list rather than a chance. The creeper's disc drop is not loot in this sense and stays either way. See Configuration.
  • Wild plants come from biome tags, which a datapack can change: #hempdustry:indica_flower_gen and #hempdustry:indica_flower_gen_cave for Purple Kush, #hempdustry:sativa_flower_gen, …_gen_sparse and …_gen_rare for Lemon Haze's three tiers, and #hempdustry:beldia_gen for Beldía. See Tags and Datapacks.

See also: Strains · Growing Hemp · Getting Started · Modpack Guide

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