Skip to main content
Players don’t need the panel. They use drug items from their inventory and interact with the world using [E] (configurable via Config.World.InteractKey).

Consuming a drug

Using a configured item plays the drug’s animation with an ox_lib progress bar (or circle), then consumes it (if remove on use is set) and applies every effect on its timeline.
  • If the drug has a required item (e.g. a lighter), the player must carry it — otherwise they get “You need a … to use this”. It can optionally be consumed too.
  • Everything is re-validated server-side: item checks, required-item checks, value clamping, and anti-spam.

Puff drugs

Drugs with max puffs above 0 work differently — the item is consumed up front, then the player smokes it puff by puff:
  • [E] — take a puff (each puff runs its own progress and delivers a fraction of the effects)
  • [G] — pass the burning drug to the closest player within 3 meters; they continue with the remaining puffs
  • [X] — stop
The puff and stop keys come from Config.PuffKeys.

Harvesting

Standing in a harvest zone (visible as a ground circle) and pressing [E] starts a continuous harvesting mode that yields items on a loop. Press [E] again, or walk out of the circle, to stop. Zones can require a tool, be limited to jobs/gangs, and have per-player cooldowns.

Drug fields

Fields work in one of two modes, set per field in the panel:
  • Plant mode — plant seeds and come back when they’ve grown.
  • Wild mode — plants respawn on their own.
Harvesting a grown plant can require a tool and can roll chance-based extra yields.

Crafting

  • Pocket crafting/pocketcraft opens a menu of recipes with the Pocket mode, usable anywhere. Recipes can also be bound to a trigger item — using that item from the inventory starts the craft directly.
  • Laboratories — walk-in zones with per-lab recipe lists and optional props. Lab recipes are crafted at the lab with [E].
  • Advanced crafting — when enabled, lab cooks type the ingredient amounts themselves. A wrong mix wastes the ingredients and can start a fire or an explosion at the lab.

Drug factories

Deposit ingredient batches and production runs passively; collect the output later. Factories with a price are buyable: owners can upgrade workers for faster production, whitelist friends, and sell the factory back.

Selling

Each sellable drug has per-channel toggles, so a drug can be street-only, dealer-only, and so on.
ChannelHow it works
Street selling/selldrugs toggles selling mode — offer drugs to nearby peds. Refusals can rob you, attack you, or alert the police; chase the thief to get your drugs back. Per-restart caps and job blacklists apply.
Corner selling/cornersell (or the trap phone) — stay on your corner while customers walk up to you, with optional customer spawning.
Plane & boat runsHold your position (and minimum altitude for planes) for the timer and sell everything the buyers want — with sell areas, cooldowns, and police alerts.
NarcosA roaming wholesale buyer who requests one drug in bulk and relocates on a timer.
PushersFixed NPC fences with real-world work hours, per-player sell caps, and optional one-random-drug rotation.
Dealer spotsAdmin-placed NPCs that passively sell anyone’s deposited stock.
AuctionsScheduled (or admin-started) black-market bidding events: broker ped and van, bidding rounds — [E] to bid, arrows to adjust — and police tip-offs.

Territories and territory wars

Territories apply price multipliers to sales inside them. With territory wars enabled, factions earn points from sales (and optionally kills) in a zone — the leader owns it, gaining a sell bonus, fewer police alerts, and gang alerts against intruders. Hot zones rotate on a timer with boosted rewards, and points can decay.

Hired dealers and the trap phone

Players whose faction owns a territory can hire AI dealers (tiers with cost/fee/heat trade-offs) through the trap phone — opened with the trap_phone usable item or the /trapphone command. Dealers sell passively, build heat, and can get arrested or robbed (chase the robber to recover the stash). Dealers go dark when the territory is lost. The trap phone also handles corner selling and live territory intel — leaderboards, hot zones, and sales progress.

Police

Every activity can require a minimum number of police online. Alerts show a blip to on-duty cops (jobs from Config.PoliceJobs, editable live in the panel), and prices can drop when too few cops are on.