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Overview and First Setup

Set up a working drug activity that players can collect, process, and sell from start to finish.

What players do

Players collect materials, process them into a finished product, and sell it. Later, they can grow plants or run their own laboratory.

You provide the places, supplies, and prices. Start with one complete route.

The supplied field and public processing table are enough for this first setup.

The test you are setting up: collect 10 raw_weed → dry them into 8 weed_dried → use 8 bags to make 8 weed_baggy → complete a street sale and check the payout.

Before you start

Complete Installation and make sure your administrator can open /drugcreator.

Use the Drug Creator for individual products and locations. Use /jobconfig for general settings; its saved values can override the matching Lua defaults.

Also check that your inventory works and that the payment accounts you plan to use exist. Drug sale payouts normally use black_money; shops can charge a different account.

Set up the route as the server owner

These screenshots show the settings in the in-game Drug Creator. Follow the menu paths above each image; select an image to enlarge it. Your entry names may differ if you have renamed the supplied content.

Check the supplied content

Open /drugcreator. A fresh installation normally imports the supplied content automatically.

For this example, you need:

What to findID to help you identify it
Weed product familydrug_weed
Blue Dream strainstrain_blue_dream
Weed Field Northdrug_field_weed_north
Dry harvested weedprocess_weed_dry
Pack dried weedprocess_weed_fast
Weed processing tableprocessing_location_weed_table
Laboratory supply dealerlab_supplier_dock_supplier
Ambient Street Salesstreet_sale_default

Keep these entries enabled. If they are missing, use the Creator's default import.

On a server you have already customized, check before importing: a manual import replaces matching supplied entries in the selected section. See Creator and Catalog.

Check: the field, both recipes, the processing table, the supplier, and street sales are present and enabled.

Check the harvest and both recipes

Open Cultivation & Gathering → Drug Fields → Weed Field North → Harvest output.

Weed Field North in the in-game Drug Creator, showing raw_weed as the harvest output
  1. Harvest output contains the item and amounts players collect.
  2. Output Item must be raw_weed for this route. The drying recipe consumes that exact item.
  3. Use Positions to place the field on your map. The tool requirement is further down in Harvest output; keep trimming_shears obtainable.

Next, open Foundation → Processes → Dry harvested weed → Recipe and result.

Dry harvested weed recipe with ten raw_weed as input and eight output items per run
  1. One run consumes 10 raw_weed. Tools remain in the inventory.
  2. Output items per run: 8 gives eight dried items with the supplied recipe. Keep the trimming shears available for its steps.

Then open Foundation → Processes → Pack dried weed → Recipe and result.

Pack dried weed recipe with weed_dried and empty_baggy as inputs and one output item per run
  1. Use 1 weed_dried from the drying recipe.
  2. Add 1 empty_baggy for each portion.
  3. One run produces one finished portion. With the supplied recipe, the inventory receives weed_baggy.

Check: the field gives the drying recipe's input, and the drying recipe gives the packaging recipe's input. If you customize item names, update both ends of each connection.

Check the locations

Open the field, supply dealer, and processing table in the Creator. Visit their positions and move them if they do not suit your map.

Keep each point reachable, with enough space around the table and NPC.

On the processing table, include both drying and packaging in its recipe list.

Open Processing → World Processing → Weed-Verarbeitungstisch → Process assignment. You can identify the supplied table by processing_location_weed_table if its label differs.

World processing table with Dry harvested weed and Pack dried weed selected in Available recipes
  1. Enable Dry harvested weed in Available recipes.
  2. Enable Pack dried weed as well, so players can finish the route at this table.
  3. Direct processing lets players work at the location. Use Positions to move it and World presentation to check its interaction settings.

Choose how players interact. If you use a target interaction, your target system must work. If you want keyboard prompts or markers, enable the corresponding options. Save after changing a position.

Check: the player can reach all three places, and the processing table offers both drying and packaging.

Give players a way to buy supplies

For the first route, players need:

ItemAmount for this testWhy it is needed
trimming_shears1Harvesting and the drying recipe
empty_baggy8Packaging all eight dried items

The inventory must also recognize raw_weed, weed_dried, and weed_baggy.

Check the server console for missing-item warnings and compare the names with Inventory Items. Make sure the supply dealer sells the tools and packaging, has stock, and charges an account players can use.

Registration makes an item available to the inventory. It does not put that item in a player's pocket or every shop.

Open Market → Labor suppliers → Laboratory Supply Dealer → Supplier products. Find empty_baggy in the product list; the screenshot is scrolled to that entry.

Laboratory Supply Dealer product settings for Empty Baggy, including inventory item, price, purchase limit and stock switch
  1. Inventory item must match the recipe's empty_baggy. The product's internal ID is a separate field.
  2. Set a price players can afford for your first test. Check the payment account under Supplier presentation.
  3. Check Maximum per purchase and Use limited stock below it. Players need eight bags for this route. Also find trimming_shears in the catalog and check that it can be bought.

Check: a regular player can buy the shears and eight bags with the account your supplier charges.

Check the street-sale interaction

Open Market → Street Sales → Ambient Street Sales. In Interaction setup, check the interaction key, distance, and allowed NPC models. In Trade rules, keep a quantity range that can be met with the eight finished items from this test.

Also check Drug Market → Market Enabled in /jobconfigCrime System. Save and reopen any entry you changed.

Check: you know which interaction a player should use and have a suitable NPC near your test route. See Selling and Distribution if you need to change buyer preferences or sale outcomes.

Test the route as a regular player

Use a normal player account for this test. Administrators can bypass some access checks and may miss problems ordinary players would encounter.

Buy the supplies

Visit the supplier and buy one pair of trimming_shears and eight empty_baggy. Leave enough inventory space for the harvest and the finished products.

Check: the items are in the player's inventory and the purchase charged the intended account.

Collect the materials

Visit the field with the shears and collect at least 10 raw_weed.

Check: the inventory contains the raw item. The packaging recipe will need the dried item from the next step.

Dry the harvest

At the processing table, choose Dry harvested weed. Keep the trimming shears available, complete the steps, and collect the result.

Check: one run used 10 raw_weed and produced 8 weed_dried.

Package the finished product

Choose Pack dried weed. Each run uses one dried item and one empty bag. Process all eight dried items and collect the finished products.

Check: the eight dried items and eight bags became eight weed_baggy.

Complete a sale

Carry the finished product to a suitable nearby NPC and use the street-sale interaction. Work through the offer until you complete a sale.

Not every NPC buys. Refusals, negotiation, scams, and police reports are part of the system.

Check: the sold quantity left the inventory and the correct money account received the payment. You do not have to sell all eight items in one transaction to verify this.

Recipe quantities at a glance

The current supplied recipes use these virtual item quantities:

RecipeMaterialsResult
Dry harvested weed10 × raw_weed, with trimming shears available8 × weed_dried
Pack dried weed1 × weed_dried + 1 × empty_baggy1 × weed_baggy

The packaging recipe needs the dried item. Raw harvest cannot be used directly in this recipe.

Use the recipe screen to check missing materials before starting. If you changed a recipe, its saved requirements are the ones your players must meet.

Add the next layer

Once the starter route works, add player cultivation or an owned laboratory.

Before opening the system to everyone, restart the resource during a planned test and confirm that your saved locations and settings remain. Let a second normal player repeat the route without administrator help.