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Campers and Mobile Labs
How mobile labs work
Players buy a drug camper, convert it, install equipment, and produce goods while parked.
A camper spawned by another script is not automatically a drug lab. Use the camper shop.
Set up the camper shop
In /drugcreator, open Processing → Campers for the vehicle, then Market → Camper shops for its sale location.
The camper entry defines the vehicle and interior. The shop sets the listing, price, and delivery point.
For a first setup, keep the supplied Journey Camper (camper_journey) and its compatible interior. Then:
- Open Journey Camper. Check Vehicle setup and Interior and tier, then save any changes.
- Open a shop, such as
camper_shop_docks. In Positions, choose a reachable shop location and a clear delivery area large enough for the vehicle. - In Vehicle offers, add or enable Journey Camper. Set the listing's price, payment account, and allowed personal or faction purchase options.
- Save and reopen the shop to confirm the listing. Buy the camper as a normal player and check that it appears at the delivery point.
The supplied shops cover the docks, Sandy Shores, and Paleto. Each listing can have a different price, so check the shop offer when a camper's sale price differs from its template.
What players need after purchase
Players must park the supplied Journey and switch off its engine before entering.
Conversion is required by default. After entering, players open the laboratory manager (/druglab by default), fund its treasury, and complete the power, storage, ventilation, concealment, and workstation stages.
The conversion prepares the camper for laboratory use. Players still need to buy and install the actual equipment, storage, and supplies.
Make those items obtainable before opening camper sales.
Choose suitable recipes
Campers have limits on equipment, storage, and available installation places. The supplied Journey supports equipment up to tier 2 and starts with limited space.
Check Processing → Campers → Capacity and limits and compare those limits with every machine needed by your recipe. A larger-looking interior does not automatically allow stronger equipment.
If you use a different interior, make sure its template allows camper use and test entry, exit, and equipment placement.
For the general production setup, see Laboratories and Production.
Ownership and security
Test locking and entry with the owner and another player. Decide which members should have access to the lab and stock.
Break-ins, theft, and security upgrades are part of the camper system. Review those options before deciding the purchase price. Players may also need money for conversion, equipment, maintenance, and protection.
The supplied break-in tools include lockpick and advanced_lockpick. Make them available only through the gameplay sources you intend to offer.
Complete a camper test
Before opening sales, test one complete journey:
- Buy and collect the camper.
- Park, unlock it, and enter.
- Fund and finish the conversion.
- Install equipment and complete a recipe.
- Move the camper, park again, and re-enter.
- Store some stock and check it after a planned restart.
Also check your vehicle-key and garage setup if those systems interact with the camper.
Keep the saved camper data when updating the resource so players retain their vehicles and laboratories.