Blunts on the ground (dropped items) should have a Debris:AddItem(droppedBlunt, 120) so they auto-delete after 2 minutes to prevent lag.

| Stage | Action | Example In-Game Items | | :--- | :--- | :--- | | | Plant and tend to crops over time. | "Weed Seeds", "Fertilizer" | | Stage 2: Processing | Harvest crops and process them into base materials. | "Harvested Plant", "Dried Herbs" | | Stage 3: Crafting | Use a crafting menu to combine base materials. | "Rolling Paper", "Dried Herbs" | | Stage 4: Final Item | The final crafted item is created. | "Blunt" |

Whether the processing UI should utilize or standard progress bars for player engagement. Share public link

This article explores how to architect a high-fidelity, advanced blunt system that goes beyond a simple tool animation. We will cover

-- Server Script inside the Tool local Tool = script.Parent local RemoteEvent = Instance.new("RemoteEvent", Tool) local Tip = Tool:WaitForChild("Handle"):WaitForChild("Tip") local SmokeEffect = Tip:WaitForChild("SmokeParticles") RemoteEvent.OnServerEvent:Connect(function(player, action) if action == "SmokeStart" then SmokeEffect.Enabled = true -- Advanced: Slowly shrink the blunt mesh size to simulate burning down local Handle = Tool.Handle if Handle:IsA("MeshPart") or Handle:FindFirstChildOfClass("SpecialMesh") then -- Optional: Add tweening logic here to reduce Z-scale end -- Turn off particles when animation ends elseif action == "SmokeEnd" then task.wait(1) -- Allow remaining smoke to drift away SmokeEffect.Enabled = false end end) Use code with caution. Advanced Realism: Custom Smoke Physics