Electus Drugs Guides
Configure Electus Drugs labs, production, quality, power, shops, street dealing, raids, addiction and skills.
Admin panel
Open the panel with /drugsadmin. Change the command with Config.Admin.Command.
| Page | Use |
|---|---|
| Labs | Create, browse and delete labs |
| Live lab | Inspect a lab, edit its contents, and set its owner and members |
| Items | Give items |
| Processes | Edit timers and recipes, and select the pace on the General tab |
| Quality | Set quality rules and how finished products show quality |
| Difficulty | Select and edit Easy, Default and Hardcore |
| Cookbooks | Select what each drug's cookbook shows |
| Shops | Place shopkeepers and edit presets |
| Raids | Switch raids on or off, protect labs and manage heat |
| Effects | Edit what each drug does |
| Addiction | Edit substances and manage players' levels |
| Skills | Browse players' levels, reset their XP and view the skill rules |
A value saved in the admin panel wins over the config file. Settings apply in this order, with the last one winning: config file, pace, difficulty, values an admin saved by hand.
Lab types
| Type | Size | Created by |
|---|---|---|
| Small shell | 12 x 8 m | Admin, behind a street door |
| Medium shell | 18 x 10 m | Admin, behind a street door |
| Large shell | 26 x 16 m | Admin, behind a street door |
| World grid | 4 to 30 m per side, 2.2 to 10 m high | Admin, on the open map |
| Small tent | 2.5 x 2.5 m | Player, with drugs_tent_small |
| Large tent | 8 x 5 m | Player, with drugs_tent_large |
Configure labs in config/labs.lua.
| Setting | Default | Purpose |
|---|---|---|
MaxMembers | 8 | Crew members besides the owner |
PauseAfterHours | 72 | Hours without a visit before a lab stops. 0 never stops it. |
BucketBase | 7300 | Players inside a shell use routing bucket BucketBase + lab ID |
Entrances.OpenWhenUnowned | false | Let anyone use a lab without an owner. When off, only admins get in. |
WorldGrids.Watchers | true | When off, only owners, members, police during a raid and admins see a world grid lab |
Storage.Slots, Storage.MaxWeightKg | 30, 150 | Stash size of each storage cabinet |
Lab tents
Using a tent item pitches it on flat open ground and makes the inside a bare world grid lab owned by that player. Tents have no terminal, tap, power box, walls or doors inside.
- Power comes from a generator,
drugs_generator, which runs on gasoline. - Water comes from water cans that players fill in open water and pour into a tank.
- Each tent has an exhaust fan. Cable its plug to a running generator and switch it on at the fan.
- The owner packs the tent back into its item once everything inside is taken down.
Each player can have Config.Tents.PerPlayer tents up at once. Tents keep Config.Tents.Spacing metres from other tents and 75 m from other world grid labs. The Grow shop preset sells the tents, the generator and empty water cans.
Crew and ownership
The owner adds members on the lab terminal's CREW tab by server ID, removes them there, and sends out visitors who came in with the door code. Members walk in through the door.
Admins change the owner or members on the Live lab page under Owner & members.
Layout presets
A layout preset saves a lab's pieces, cables, switches and timers under a name. It can be applied to any lab of the same size. Saved presets are stored in electus_drugs_layout_presets.
| Lab | Built-in presets |
|---|---|
| Small shell | Starter grow, Cook room |
| Medium shell | Grow room, Full operation |
| Large shell | Weed farm, Mushroom house, Meth lab, Pill factory, Full operation |
| Small tent | Small tent weed grow, Small tent mushrooms |
| Large tent | Tent weed grow |
Production
Every product is made by hand at stations placed in the lab. Each step can be tuned on the admin panel's Processes page.
| Product | Production |
|---|---|
| Weed | Plant in a planter block, keep watered and lit, clean the leaves, harvest branches, dry on a rack or in a cabinet, then trim, grind, roll or bag at the processing table |
| Mushrooms | Fill a tray with substrate, keep watered and aired, pick, dry on a tray rack, then bag at the processing table |
| Cocaine | Grow coca, pick and dry the leaves, run the extraction vat, refine on the chem heater or cooker, then cut and bag at the processing table |
| Crack | Cook cocaine base with an activator on the heater, then break it into rocks at the breaking table |
| Meth | Mix at the mixing bench, cook in the cooker, pour a tray, freeze it, then break and bag it |
| Ecstasy | Make the base at the mixing bench and cooker, grind and tumble at the pill mixing bench, then press and bag the pills |
The default weed strains are OG Kush, Sour Diesel, Purple Haze and White Widow. The default pills are Classic, Rush, Mellow, Trippy and Turbo.
Meth and ecstasy cooks can catch fire, explode and release fumes. Configure this in config/meth.lua. A broken cooker needs a meth_repair_kit.
Difficulty and pace
Config.Difficulty and the Difficulty page shift care, risk and waiting times together. default matches the config files exactly.
Difficulty changes waiting times, weed and mushroom care, station quality losses, mix margins, cook temperature bands, climate requirements, skill XP, dealing risk, lab heat and addiction speed. It does not change station work times, prices, yields, recipes, the power bill or police rules.
Config.Pace and the Processes page set how long the waiting takes:
| Pace | Waiting times |
|---|---|
quick | 60 times faster, for testing |
normal | As written in the config files |
slow | 8 times slower, about a day per weed grow |
Pace moves growing, seeds, regrowth, drying, soaking and freezing. Work a player does by hand stays short at every pace.
Quality
config/quality.lua sets each crop to relaxed, normal, strict, or false to keep it at 100%.
Config.Quality.Output.Mode sets how a finished product shows its batch quality:
| Mode | Result |
|---|---|
percent | The item carries its quality percentage. Price and effect strength follow it. |
amount | Better batches make more. Worst and Best set what a 0% and 100% batch make, as a percentage of normal. |
tiers | The batch becomes a Low, Regular or High item. LowBelow and HighFrom set the limits. |
Set a value in Config.Requirements to false to remove water, light, airflow, temperature or humidity as a requirement for every drug.
Power, water and climate
| Area | File | Notes |
|---|---|---|
| Electricity | config/electricity.lua | Breaker limit, power use per device and the electricity bill |
| Generator and water cans | config/generator.lua | Power, fuel use and can size |
| Water | Config.Water in config/config.lua | Tank sizes, sprinklers and irrigation timers |
| Lab tap | config/water_refill.lua | Hose reach and fill rate |
| Airflow | config/ventilation.lua | Extractor and floor fan strength |
| Climate | config/climate.lua | Outside air, wall insulation, heaters and humidifiers |
Labs with a street door get an electricity bill every Bill.EveryHours hours. Players pay it from their bank at the lab terminal. If it stays unpaid for Bill.GraceHours hours, the lab loses power until it is paid. Set Config.Electricity.Bill.Enabled = false to turn bills off.
Shops
Players buy supplies from shopkeepers you place on the admin panel's Shops page. Without placed shopkeepers, nothing can be bought.
| Preset | Sells | Payment | Restrictions |
|---|---|---|---|
| Grow shop | Seeds, water, lights, climate, drying, tents and generator | Cash | None |
| Head shop | Papers, bags, grinder and processing table | Cash | None |
| Mushroom supplier | Substrate, trays, fans and drying rack | Cash | None |
| Chemist | Reagents and hard drug cookbooks | Dirty money | No police, no blip |
| Lab supplier | Lab stations and door security | Dirty money | No police, no blip, in-game 20:00 to 06:00 |
Each preset in config/shops.lua can use these requirements. All of them must pass.
| Requirement | Example | Purpose |
|---|---|---|
jobs | { { name = "mechanic", grade = 0 } } | Only these jobs, from this grade up |
blockedJobs | { "police" } | These jobs cannot use or see the shop |
gangs | { { name = "ballas", grade = 0 } } | Framework gang. ESX needs Config.Shops.GetGang. |
electusGang | "any" or a gang ID | Electus Gangs membership |
electusRank | 2 | Electus Gangs role grade or better. 0 is the owner. |
zoneOwner | true | The player's Electus Gangs gang must own the shop's zone |
hours | { from = 22, to = 5 } | In-game hours. The shopkeeper is gone outside them. |
Street dealing
Players offer drugs to people on the street. Configure it in config/selling.lua. Players with a police job cannot sell.
| Setting | Default | Purpose |
|---|---|---|
Payment | "dirty" | cash, bank or dirty |
Risk | "normal" | How often people refuse, call the police or rob the seller |
QualityMatters | "normal" | How much quality moves the price |
DemandHours | 1 | Real hours a sold-out area takes to recover |
MinPolice | 0 | Officers on duty needed before anyone buys |
Prices | Street price at full quality and full demand | |
Premium | Price multiplier per strain or pill type | |
NoSellZones | Police stations | Places where nobody buys |
Police raids and heat
An officer breaches a lab's entrance, the lab is sealed for police, one officer searches it, and it cannot be breached again until the cooldown ends. The Raids page has a master switch and a protection switch per lab.
| Setting | Default | Purpose |
|---|---|---|
PoliceJobs | police, sheriff | Jobs counted as police |
MinPolice | 2 | Officers on duty needed |
BreachSeconds | 30 | Time to breach |
SearchSeconds | 20 | Time to search |
GearShare | 50 | Percentage of drug equipment taken. 0 takes only the drugs. |
SealedMinutes | 30 | Time the lab stays sealed |
CooldownHours | 24 | Time before it can be breached again |
RequiredItem | false | An item officers must carry to breach |
Plants, mushroom beds, running cooks, people inside and power use build a lab's heat. Owners are warned at 50 and 80. At 100, police receive an anonymous tip while Heat.TipOff is on. Heat cools over Heat.CoolHours.
Door security
These items are mounted at a lab entrance. The owner sets the keypad's code from the lab terminal. The Lab supplier preset sells them. Configure them in config/security.lua.
| Item | Effect |
|---|---|
drugs_keypad | Lets people in with a door code. Locks after wrong codes. |
drugs_door_camera | Flags people who linger near the door on the lab terminal |
drugs_reinforced_door | Multiplies the police breach time |
Effects and addiction
config/effects.lua defines what each drug does when used. Each item can combine visual, camera, movement and body effects. The available types and settings are in shared/effects.lua.
config/addiction.lua defines each substance:
| Field | Purpose |
|---|---|
addictiveness | low, medium, high or extreme: about 20, 10, 5 or 3 uses to full addiction |
cleanAfter | Hours without using until addiction is gone. It also falls while the player is offline. |
withdrawalAfter | Minutes played after the last use before cravings or symptoms start |
withdrawal | Preset in Config.Addiction.Presets: mild, rough or severe |
Set Config.Addiction.Tolerance to shorten highs at full addiction. 0 turns tolerance off. EMS and rehab items can use TreatAddiction.
Skills
Players earn XP for weed, mushrooms, coca, meth and ecstasy by completing real steps in labs. Configure this in config/skills.lua.
Speed can be slow, normal or fast. MasterBonus sets the quality points added at Master. Lower levels add 0, 25, 50 and 75 percent of it.
Breeding
Male and female weed plants produce seeds. Config.Breeding.Recipes sets which strains can cross and the chance per seed. Missed rolls keep the female parent's strain. By default, OG Kush and Sour Diesel can make Purple Haze, and OG Kush and Purple Haze can make White Widow.
Breeding also needs Config.Processing.Enabled.
Cookbooks
Cookbooks teach players each production chain. Using one opens it on screen, and the book is kept. In Config.Cookbook.Books, or on the Cookbooks page, set each drug's edition to detailed for exact numbers or notes for rough clues.
The cookbook_<drug>_full items are always detailed and are not sold by any built-in shop, so you can use them as rewards or loot.
Configuration files
| File | What it sets |
|---|---|
config.lua | Framework and integrations, difficulty, pace, shell grids and lights |
labs.lua | Lab doors, world grids, members, saving and pausing empty labs |
tents.lua, generator.lua | Lab tents, generators and water cans |
shops.lua, selling.lua | Shopkeeper presets and street dealing |
raids.lua, security.lua | Police raids, heat and door security |
electricity.lua, ventilation.lua, climate.lua, lighting.lua | Power, airflow, climate and shell lighting |
processing.lua, coca.lua, crack.lua, meth.lua, ecstasy.lua | Production stations and recipes |
addiction.lua, effects.lua, skills.lua, quality.lua | Drug use, addiction, skills and quality |
breeding.lua, cookbook.lua, items.lua | Breeding, cookbooks and inventory item names |
locales/en.lua | Text shown to players and admins |