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Creator Workflows

Build complete Drug System production chains, laboratories, mobile labs, suppliers and sales in the correct dependency order.
Current Drug Creator in Simple mode with Foundation, Cultivation and Gathering, Processing, and Market groups

The Drug Creator stores reusable definitions and placed activities. A complete player flow normally connects entries from more than one group.

The dependency map

LayerCreator entriesWhat depends on it
Product identityDrugsStrains, processes, buyers, sales and routes
Cultivation identityStrainsSeeds, planted crops and wild plants
RecipeProcessesWorld Processing, laboratory equipment and production orders
Facility building blocksInterior Templates, Equipment, WorkersTemplates apply to Laboratories; compatible equipment and workers support Laboratories and Campers
Material sourceDrug Fields, Wild Plants, Mobile CultivationPlayer inventory and later recipes
Production accessWorld Processing, Laboratories, CampersPlayer processing and facility operation
SupplyLabor suppliers, Camper shopsMaterials, tools, machines and mobile labs
DistributionStreet Sales, Buyers, Dealers, Sale RoutesPayouts, demand, contacts and deliveries
An entry only defines its own contract. A Process does not place itself in the world, a Camper does not sell itself, and Equipment does not automatically appear inside a laboratory.

Before selecting New entry

Record these values before building:

  • Stable IDs for the drug, strain, recipe and world activities.
  • Every input, output, seed, tool, packaging and equipment item.
  • Where each item comes from and where the result can be sold.
  • Whether production is public, property-based, camper-based or inventory-based.
  • Required facility tier, equipment station, power and storage.
  • Intended price, payout account, police requirement, heat and cooldown.

Use lowercase IDs without spaces and do not recycle an ID that has already been used on a live server.

Build a complete plant-based product

This order prevents empty selection lists and broken references.

Create the Drug

Open Foundation → Drugs → New entry. Set its display name, inventory item, weight and plant props. Configure the market baseline, default quality and consumption profile. Advanced mode exposes seed-registration details, volatility and specialist effects.

Create the Strain

Open Foundation → Strains → New entry and select the parent Drug. Set the seed item, cultivation level, growth duration, yield and finished item. In Simple mode, selecting the parent Drug copies its small, medium and large plant props into the new strain.

Create the raw-material source

Choose Drug Fields for a public harvest area, Wild Plants for spawned individual plants, or player-owned planting for a seed-driven lifecycle. The source's output item must match a later recipe input.

Create the Process

Open Foundation → Processes → New entry. Select the drug, station, input items, output item and amount, duration and required tool. Choose the exact station that the target facility or public location will provide.

Expose the recipe

For public production, create Processing → World Processing and assign the Process. For owned production, ensure the intended Laboratory or Camper can install compatible equipment for the selected station.

Supply tools and packaging

Add required items to Market → Labor suppliers, another server shop or a deliberate gameplay reward. Registration alone does not put an item into a player's inventory.

Add a sale path

Enable a matching Street Sale, Buyer, Dealer or Sale Route. Check the allowed drug, minimum quality, amount, channel, payment account and police/risk rules.

Test from zero inventory

Use a normal player to obtain every supply, collect or grow the raw material, process it, receive the exact output and complete one sale. Restart during maintenance and repeat the saved-state checks.

Create each Foundation entry

Create collection and pocket activities

EntryEssential setupAdvanced setup
Drug FieldOutput items, amounts, collection mode, tool, props, quality range, radius and positionID and full map/blip presentation
Wild PlantDrug/strain, output, seed chance, plant prop, object count, respawn, radius and positionMetadata, rare seed, ground offset and police chance
Mobile CultivationInput/output, packaging, tool, duration, reward and failureBatch quality metadata, heat, police chance and alert radius

Read Growing and Harvesting for the full player lifecycle and placement checks.

Create a public processing location

Save the Process first

The Process must already exist and contain valid inputs, output, station and duration.

Add World Processing

Open Processing → World Processing → New entry and select the Process under Process assignment.

Choose the processing mode

Use the direct interaction for immediate player processing or configure the delayed handoff service with fee, payment account, processing time, police risk, quality bonus and active-handoff limit.

Configure presentation

Choose marker/prop/NPC presentation, interaction label and distance, and optional minigame. Advanced mode exposes the exact marker, help, target, icon and control behavior.

Place and test

Set coordinates and heading, save, then test the location with the exact required inputs and tool. Confirm the output reaches the correct inventory and retains intended metadata.

Create a fixed laboratory

Create the Interior Template, Equipment, and optional Workers first. Then add Processing → Laboratories.

Laboratory sectionRequired decision
GeneralInterior, lab type and tier
Access and securityEntry lock, lockpicking, breach and presentation
CapacityEquipment, shelves, storage and allowed tiers
PowerCapacity and optional illegal-power behavior
Ownership and economyPurchase/rent, accounts, resale, private/faction ownership

After purchase, players still need treasury funds, conversion or setup stages, equipment, storage and recipe inputs. Follow Laboratories and Production.

Create and sell a mobile laboratory

Current Camper workflow in Simple mode showing the fixed Drug Wars laboratory and the mobile-lab dependency steps

The Camper and Camper Shop are separate entries. The Camper editor creates the mobile-lab definition; a shop offer later references its saved ID.

Create the Camper

Set its vehicle model, image, plate prefix, entry door and distance, occupant and ownership limits, parking/engine requirements and restart restoration. Choose its tier, capacity and power. The displayed Drug Wars Lab interior is fixed; there is no Interior Template selector for Campers.

Configure access and economy

Choose locks, break-in and robbery behavior, private/faction purchase, accounts and resale. Advanced mode exposes exact lockpick, breach, robbery and illegal-power values.

Create the Camper Shop

Place the shop and delivery area. Add the Camper as a vehicle offer and set its price, payment method, image and purchase audience.

Complete the ownership test

Purchase the vehicle, verify plate and keys, park and enter, complete conversion, install equipment, run a recipe, move the camper and verify restart persistence.

Continue with Campers and Mobile Labs for capacity, security and player-operation details.

Create market entries

Save and verification order

  1. Save and reopen every new parent entry before selecting it elsewhere.
  2. Resolve every validation message; Simple mode can switch to Advanced when the invalid field is hidden.
  3. Verify every item ID against the active inventory.
  4. Confirm world coordinates, radius, heading and delivery clearance in game.
  5. Test as a normal player without administrator bypasses.
  6. Verify consumed items, output, metadata, money account, heat and police alerts.
  7. Reconnect and perform a planned restart test for plants, facilities, campers and active work.
A Creator entry is complete only when its dependencies are obtainable and the full player flow survives save, reconnect and restart—not merely when the catalog row is visible.