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Smoking

Warlon Mhite edited this page Nov 8, 2026 · 4 revisions

Home › Smoking › How smoking works

What a hit does in Hempdustry 2: how strong it is and how long it lasts, what each strain gives and takes, and what smoking too much costs you. Written for players; server owners will find the switches at the end. The spliff, pipe, bong and vaporizer themselves — recipes, durability, bowls — are on Smoking Gear.

On this page: The short version · Which device should I use? · Packing a device · Dose and duration · Level III by pairing · What each strain does · The cooldown · Coughing and nausea · Greening out · In multiplayer · Can I turn it off?

Everything here is the same on Minecraft 26.3, 26.2, 1.21.11 and 1.21.1, on Fabric and on NeoForge, except what is marked Minecraft 26.2 and 26.3. The numbers are the mod's defaults; a server can change them (see the last section).

The short version

  1. Get buds. Harvest a ripe plant (Growing Hemp). A bud smokes straight off the plant — burning is the heat that activates it, so there is no drying step.
  2. Roll or pack. A bud over a sheet of Paper in a crafting grid rolls a Spliff. Or put an empty Wooden Pipe, Bong or Redstone Vaporizer in the grid with buds beside it.
  3. Right-click to take a hit. Hold right-click with a bong: it is drawn, not clicked.

Five rules decide everything else:

  • The device sets how long; the buds set how strong. One bud is level I, two are level II.
  • Helpful effects stop at level II, where a beacon stops. A third bud makes the high last half as long again instead — and its costs keep climbing to III.
  • Level III takes a concentrate. A bud smoked together with hash goes one level higher: a hash spliff, or a moon rock in a bong.
  • One bud never greens you out. Two buds can give you the spins. Three can floor you: that ends your whole high and stops you smoking for a minute. The vaporizer cannot green you out at all.
  • Every hit puts all your smoking gear on a short cooldown, three to five seconds.

Tip: For a good high with no risk, smoke one bud at a time. Two buds is the sweet spot: level II, and the worst that can happen is a short dizzy spell. Three buds buy time, not strength, and carry the real risk.

Which device should I use?


Spliff

Wooden Pipe

Bong

Redstone Vaporizer (new in 2.1)
Made from buds and paper, burnt in one hit planks and sticks glass, a pane, an iron nugget, a water bucket iron, redstone, hemp planks
Most buds at once 3 2 3 1
Highest level II · III with hash II II · III with a moon rock I
Hits per packing 1 2 4 2
Effects last 45 s (67.5 s with 3 buds) 35 s 50 s (75 s with 3 buds) 40 s
Cooldown 4 s 3 s 5 s, after a 1.5 s draw 3 s
Green-out per hit, 2 buds / 3 buds 1 in 24 / 1 in 8 1 in 12 / — 1 in 12 / 1 in 4 never
Cough · nausea per hit 1 in 6 · 1 in 500 1 in 4 · 1 in 50 1 in 3 · 1 in 5 1 in 50 · 1 in 200
Seconds of high per bud, one bud a bowl 45 70 200 80
Best for no gear, the first hour, the gentlest hit a cheap level II on the road at home: the most hits per bud, the biggest hits, rosin and moon rocks never falling over; hands the spent bud back as Scorched Hemp

In short: roll spliffs until you have planks, carry a pipe, keep a bong at home, and build a vaporizer when you cannot afford to green out — before a fight, say, or on a hardcore world. The bong is the cheapest per bud by far; what it costs instead is repacking every four hits and a second and a half of standing still for each one.

Packing a device

  • Put an empty device in any crafting grid — the 2×2 one in your inventory is enough — with buds of one strain beside it, one bud per slot. A stack of buds in one slot counts as one. The number of slots holding buds is the dose. A Crafter packs too.
  • Each device has a most it takes: pipe 2, bong 3, vaporizer 1. A spliff's size is set by how you roll it (1 to 3 buds).
  • One material per bowl. Two strains, or buds with hash, will not pack together. The one mixed bowl is a Moon Rock, which packs a bong on its own (see pairing).
  • A packed device cannot be topped up or emptied: smoke the bowl out first. Packing never touches its durability, enchantments or name.
  • The packed device is named after what is in it, the way a potion is: Purple Kush Pipe II holds two Purple Kush buds. One bud gets no numeral.
  • The recipe book cannot show packing; JEI or REI (and EMI on 1.21.1) show every combination. What goes in which device — hash, rosin, schwag, scorched hemp — is tabled on Smoking Gear.

Dose and duration

Two dials, and they never touch:

Set by Controls
Strength (the level) the dose — how many buds the level of every effect that scales with dose, helpful and harmful alike
Duration the device how long every effect of the hit lasts: spliff 45 s, pipe 35 s, bong 50 s, vaporizer 40 s

A bong at one bud is exactly as strong as a pipe at one bud; it simply lasts longer and can hold more. Taking another hit while the last one is running refreshes the effects.

The level II cap

Helpful effects — Speed, Haste, Resistance and the rest — stop at level II, as a full beacon's do. Harmful effects are not capped: they follow the dose all the way (schwag's Poison excepted, which stops at II).

Buds Helpful effects Costs (Hunger, Weakness, Mining Fatigue) Effects last
1 I I the device's time
2 II II the device's time
3 II III half as long again

What a third bud does instead

Each bud past the cap adds half the device's time to the hit: a bong of three lasts 75 s instead of 50, a spliff of three 67.5 s instead of 45. Only the bong and the spliff take a third bud. The same bud also raises the costs to III and puts a full green-out on the table — so a third bud is a choice, not a free upgrade.

The cap is the server's maxBuffLevel setting (default 2). The cap arrived in 2.0.1; before it, three buds meant level III of everything.

Level III by pairing

New in 2.1.

Short answer: roll two buds and a pinch of hash into a spliff, or pack a bong with a Moon Rock. The bud's helpful effects come out one level higher than its dose would give — level III.

The exact rules:

  • A pairing needs a bud and a concentrate in the same load. The bud is Purple Kush, Lemon Haze or Beldía (schwag does not count). A concentrate is a smokeable with no plant of its own that gives at least one helpful effect: Hashish, Filtered Hashish, Charas or Rosin. Scorched Hemp and Schwag are neither.
  • Only two things hold both: a hash spliff (one or two buds and one pinch of Hashish, Filtered Hashish or Charas) and a moon rock (a bud, a rosin and a coat, crafted into one item). A pipe or bong packed by hand holds one material only.
  • The bud's helpful effects that scale with dose rise by one level, and the bud's cap rises with them, from II to III. Effects that never scale stay put: Beldía's Invisibility is Invisibility however it is smoked.
  • Once. Two concentrates do not make IV.
  • The costs are not lifted. The bud's Hunger, Weakness or Mining Fatigue follow its bud count.
  • The concentrate's own effects are not lifted either; they come out at its own count, under the plain cap.
  • The green-out goes by the whole load. Two buds and a pinch is a load of three, at the top of the odds, and a green-out at three is the full one. The bud decides how smooth it is, so a Filtered Hashish pinch or a blonde coat does not halve the risk.
Load The bud's helpful effects The bud's costs The concentrate's effects Lasts Green-out per hit
Spliff: 1 bud + a pinch II I I 45 s 1 in 24 (the spins)
Spliff: 2 buds + a pinch III II I 45 s 1 in 8 (full)
Bong: one Moon Rock (4 hits) III III I 50 s 1 in 4 (full)
For comparison: bong of 3 buds II III — 75 s 1 in 4 (full)

A two-Lemon-Haze hash spliff with Hashish, for instance, is Speed III and Haste III with Weakness II and Hunger II, plus the hash's Night Vision, Resistance I and Slowness I, for 45 seconds.

Known issue in 2.1.0: a hash spliff's name reads one level low. Two buds and a pinch says Lemon Haze Spliff II and gives III; one bud and a pinch shows no numeral and gives II. The italic line under the name says which hash is in it.

Hash spliff recipes are on Smoking Gear; making hash, rosin and moon rocks is on Hash and Concentrates. A server can move the ceiling with maxBuffLevel: pairing always goes one past it, and never past maxLevel.

What each strain does

Every smokeable is a bundle of good and bad. ↑ means the effect scales: one level per bud, helpful ones stopping at II. Everything else is flat, level I however much you smoke. Unless the table says otherwise, an effect lasts the device's whole time and lands the moment you take the hit.

Smoke Helps Costs Also
Purple Kush Buds Resistance ↑ Mining Fatigue ↑, Hunger ↑
Lemon Haze Buds Speed ↑, Haste ↑ Weakness ↑, Hunger ↑
Beldía Buds (new in 2.1) Invisibility Blindness for a quarter of the time, landing as you exhale; Hunger ↑ coughs twice as often
Schwag (new in 2.1) — Poison ↑ on 6 hits in 10, for a seventh of the time, never past II; Hunger ↑ never greens you out; coughs twice as often
Scorched Hemp (new in 2.1) — Slowness, Hunger ↑ never greens you out
Hashish (new in 2.1) Night Vision, Resistance ↑ Slowness, Hunger ↑
Filtered Hashish (new in 2.1) Night Vision, Resistance ↑ Slowness, Hunger ↑ half the green-out odds
Charas (new in 2.1) Slow Falling, Resistance ↑ Slowness, Hunger ↑
Rosin (new in 2.1) Resistance ↑ Slowness, Hunger ↑ one piece counts as three buds, so bong only; half the green-out odds
Moon Rock (new in 2.1) its bud's, one level up, plus its coat's its bud's at III, plus its coat's bong only; the bud decides the green-out and the cough

The plants help you fight and work; the hash family helps you explore. All four resins share Resistance, Slowness and Hunger; Hashish and Filtered Hashish add Night Vision, Charas adds Slow Falling, and Rosin adds nothing at all.

At each dose

1 2 3 (lasts half as long again)
Purple Kush Resistance I · Mining Fatigue I · Hunger I Resistance II · Mining Fatigue II · Hunger II Resistance II · Mining Fatigue III · Hunger III
Lemon Haze Speed I · Haste I · Weakness I · Hunger I Speed II · Haste II · Weakness II · Hunger II Speed II · Haste II · Weakness III · Hunger III
Beldía Invisibility · Blindness · Hunger I Invisibility · Blindness · Hunger II Invisibility · Blindness · Hunger III
Hashish, Filtered Hashish Night Vision · Resistance I · Slowness I · Hunger I Night Vision · Resistance II · Slowness I · Hunger II Night Vision · Resistance II · Slowness I · Hunger III
Charas Slow Falling · Resistance I · Slowness I · Hunger I Slow Falling · Resistance II · Slowness I · Hunger II Slow Falling · Resistance II · Slowness I · Hunger III
Schwag Poison I (60%) · Hunger I Poison II (60%) · Hunger II Poison II (60%) · Hunger III
Scorched Hemp Slowness I · Hunger I Slowness I · Hunger II Slowness I · Hunger III
Rosin — — one piece: Resistance II · Slowness I · Hunger III, 75 s in a bong

With hash, one piece is usually the right answer: a second only buys more Resistance and more Hunger, never a better signature.

Beldía's Mirage

Invisibility on the hit; then, as the smoke comes out about two seconds later, your eyes stream — Blindness for a quarter of the high. Blindness stops you sprinting and landing critical hits, so Beldía is for slipping past, not for fighting. How long the Blindness lasts:

Spliff Pipe Bong Vaporizer Bong of 3 Spliff of 3
11.25 s 8.75 s 12.5 s 10 s 18.75 s about 16.9 s

A green-out replaces the Blindness along with everything else, and if you die before you exhale, it never lands.

Schwag

The bud gone wrong (see Growing Hemp). No high at all: each hit has a 60% chance of Poison for a seventh of the device's time — 5 s from a pipe, about 6.5 s from a spliff, about 7 s from a bong, about 10.7 s from a bong of three — at level I for one schwag and II for two or more, never III. Hunger scales as usual. It never greens you out, and it is harsh: twice the coughing.

The munchies

Every smokeable gives Hunger, and its level is the dose: one bud Hunger I, two Hunger II, three Hunger III. Hunger in vanilla drains your food a set amount per level, saturation first:

Hunger Food drained per minute
I 1.5 points (three-quarters of a drumstick)
II 3 points
III 4.5 points

A well-fed player loses saturation first and notices late. A full green-out empties your saturation, so the next Hunger eats straight into the bar.

On Minecraft 26.2 and 26.3, eating under Hunger once you are too hungry to sprint earns the advancement The Munchies.

Reading a strain: what the strain file says, in plain words

Each smokeable is a file in a datapack (Datapacks, Custom Strains). What its fields mean in play:

  • effect — the vanilla effect it gives.
  • scales — whether each extra bud raises the level. Left out, it does. Night Vision, Slow Falling, Invisibility, Blindness and the Slowness from hash and Scorched Hemp are written false: flat.
  • on_exhale — lands with the exhale puff, about two seconds after the hit, instead of on the hit. Only Beldía's Blindness does.
  • duration_factor — its share of the device's time. Beldía's Blindness is 0.25; schwag's Poison is a seventh.
  • chance — the odds it lands at all, rolled on every hit. Schwag's Poison is 0.6 (a poisonous potato's odds); everything else is certain.
  • max_amplifier — the highest level the dose can push it to. Schwag's Poison stops at II.
  • green_out_factor — stretches the green-out odds: 2 halves them (Filtered Hashish, Rosin), 0 rules a green-out out (Schwag, Scorched Hemp). Read off the main material of the load.
  • cough_factor — the same for coughing: 0.5 is twice as often (Beldía, Schwag).
  • dose_per_item — how many buds one piece counts as. Rosin is 3.

Strain files are read when the world opens; a change needs a restart, not /reload.

The cooldown

A hit puts every smokeable you carry on cooldown — spliffs, pipes, bongs and vaporizers alike — for as long as the one you used: 3 s after a pipe or vaporizer, 4 s after a spliff, 5 s after a bong (counted from the end of its 1.5 s draw). Carrying a second device, or a second strain, does not get you round it. The white cooldown sweep shows only on the item you actually smoked. After a full green-out the cooldown is 60 s.

You can still stack strains — a Purple Kush hit, then a Lemon Haze one, then hash for Night Vision — a few seconds apart. Just remember that a full green-out takes the whole stack with it.

Coughing and nausea

Two rolls on every hit, separate from each other and from the dose:

  • A cough is only a sound — harmless, but everyone nearby hears it.
  • Nausea is 7 seconds of the screen swimming. It is the price of harsh smoke, not of too much, so it does not grow with the dose. It is not rolled on a hit that greened out, which brings its own.
Per hit Spliff Wooden Pipe Bong Redstone Vaporizer
Cough 1 in 6 1 in 4 1 in 3 1 in 50
Cough, Beldía or Schwag 1 in 3 1 in 2 1 in 2 1 in 25
Nausea 1 in 500 1 in 50 1 in 5 1 in 200

The main material of the load decides the cough: a Beldía hash spliff coughs like Beldía.

The hemp outfit

New in 2.1.

Wear all four pieces of the hemp outfit — Hemp Beanie, Hemp Shirt, Hemp Harem Pants and Flip Flops, dyed or not — and your odds of coughing and of nausea are halved: a bong coughs 1 in 6 and makes you nauseous 1 in 10, a pipe 1 in 8 and 1 in 100. It never touches the green-out — the cloth is cheap, the full green-out is not — and no tooltip mentions it.

Greening out

Short answer: one bud never greens you out. Two buds may give you the spins — a short dizzy spell. Three or more may give you a full green-out, which ends your whole high, empties your saturation and stops you smoking for a minute. The vaporizer, Schwag and Scorched Hemp never green you out.

The odds are per hit:

Load Spliff Wooden Pipe Bong
1 bud never never never
2 buds 1 in 24 · spins 1 in 12 · spins 1 in 12 · spins
3 buds 1 in 8 · full — 1 in 4 · full
1 bud + a pinch of hash 1 in 24 · spins — —
2 buds + a pinch of hash 1 in 8 · full — —
A Moon Rock — — 1 in 4 · full
Filtered Hashish or Rosin as the whole load — 2 pieces: 1 in 24 · spins 2 pieces: 1 in 24 · spins; 3 pieces or a Rosin: 1 in 8 · full

You pace a joint and you do not pace a bong rip, so the spliff's odds are half the devices'. The Redstone Vaporizer holds one bud, so it can never green you out.

A green-out replaces the hit: none of its effects arrive, and the bud, charge or spliff is still spent. There is no message and no special sound — the tell is that the buffs never came and the world is swimming.

The spins (two buds)

Instead of the hit's effects: Nausea for 20 s, and Slowness II, Weakness II and Mining Fatigue II for 15 s. Anything you already had keeps running, and the device's usual cooldown applies. On Minecraft 26.2 and 26.3 the Slowness also gives you jelly legs.

A full green-out (three or more)

  • Your high ends. Every helpful effect of a kind the mod gives is removed — Speed, Haste, Resistance, Invisibility, Night Vision, Slow Falling, Absorption and Regeneration — whatever gave it to you, a potion or a golden apple included. Effects the mod never gives, such as Fire Resistance or Strength, are left alone.
  • Your saturation is emptied (the cold sweat), so Hunger hits the food bar at once.
  • Nausea for 35 s, and Slowness II, Weakness II and Mining Fatigue II for 30 s.
  • No smoking for 60 s — every smokeable is locked out.

Jelly legs

Minecraft 26.2 and 26.3 only. While a green-out slows you, either kind, your footing goes soft: you slide a little when you stop, as on slightly icy ground, and a hit sends you further. A squelch and a puff of slime say when it starts. Standing still is safe; a fight or a cliff edge is not. Milk firms your legs up again, and a Slowness potion on its own does not soften them. On NeoForge for Minecraft 26.2 only the sliding is felt; on 26.3 both loaders send you further too. Details: Minecraft 26.x.

Over a whole bowl

The odds are per hit, and a bowl is several hits at the same dose:

Bowl Chance of at least one green-out
Bong of 3 (4 hits) about 68% — two bowls in three
Bong of 2 (4 hits) about 29%
Pipe of 2 (2 hits) about 16%

Tip: to keep a level-II high going with almost no risk, smoke a two-bud pipe or bong and accept a dizzy spell now and then — the spins never take what you already have. Save three buds and moon rocks for when a fall-over costs nothing, and smoke Filtered Hashish or Rosin when you want the hash body at half the risk.

In multiplayer

  • Everyone nearby hears you: the inhale and exhale (subtitle Inhale smoke and exhale it), a bong's bubbling while you draw (Bong bubbles), and every cough (Coughs). Since 2.0.3 each sound comes from where you stand and fades with distance, out to about 16 blocks; before that, everyone in range heard every hit as if it were their own.
  • Everyone nearby sees you: the puff when you exhale (smoke, or a white cloud from a vaporizer), the wisps off a bong's bowl while you draw, and the bong raised to your mouth.
  • The effects are yours alone. Nothing reaches the players around you, and each player has their own cooldown.
  • The server decides the numbers. The settings below live on the server; a player's own file does nothing on someone else's server.

Can I turn it off?

Yes — in whole or in part, server-side, in the effects section of config/hempdustry.json. /hempdustry reload (permission level 2) re-reads the file without a restart. The same section governs edibles. Every key is on Configuration.

Key Default What it does
enabled true false: smoking and edibles give no effects, and nobody greens out — a "hemp only" server
greenOut true false: no green-outs
greenOutChanceMultiplier 1.0 2.0 doubles the chance, 0.5 halves it, 0 turns green-outs off (0–100)
nausea true false: no Nausea from anything — an accessibility switch; a green-out keeps its other effects
munchies true false: no Hunger
debuffs true false: no harmful effect at all — and therefore no green-outs
maxBuffLevel 2 the highest level a helpful effect reaches (1–10); pairing goes one past it, and buds past it buy time
maxLevel 4 the highest level any effect reaches, costs included (1–10)
durationMultiplier 1.0 scales how long every effect lasts (0.05–10)
cooldownMultiplier 1.0 scales every cooldown and the green-out lockout; 0 means none (0–10)

Tip: for a server with no smoking effects at all, enabled set to false is enough: no effects arrive and no hit can green you out, so a hit never takes a player's potion effects or saturation and never locks smoking out. Setting greenOut to false as well does no harm. To keep the highs and lose only the green-outs, turn off greenOut alone.

To silence the coughing on your own screen, turn down Players in Music & Sounds; every smoking sound plays there. The strains, the device numbers and the green-out odds are datapack files rather than settings — see Datapacks and Custom Strains. Those are read when the world opens, so a change needs a restart.


See also: Smoking Gear · Strains · Hash and Concentrates · Configuration

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