Features

Production line, cooking, cutting, purity, bagging, pressing, usage, and progression in oxide-cocaine.

What oxide-cocaine does and how each part works. Every number shown here is a default — all of them can be changed (see Configuration).

The Production Line

Cocaine production is a chain of stations. Each station is an item the player places in the world, then walks up to and works. The purity grade is decided at the cook and carried onto every item after it — so it survives trading, storage, and server restarts.

Harvest -> Stomp -> Soak -> Cook -> (Bag for the street) or (Press into bricks)
                                  \-> Cook again -> Crack -> Bag for the street
StageWhat goes inWhat comes outWhereHow long
Harvestnothing2-5 Coca LeavesWild coca bush~6 seconds
Stomp5 Coca Leaves1 Coca MashCoca PoolInteractive
Soak3 Coca Mash + 1 Kerosene1 Coca ExtractCoca ExtractorPassive (timer; can walk away)
Cook cocaine2 Coca Extract + 1 Acetone1 CocaineCook Table~20 seconds of active play
Cook crack1 Cocaine + 1-2 cuts1 or more CrackCook Table~20 seconds of active play
Bag1 Cocaine (or Crack) + 1 Baggy, per bag1 Bag of Cocaine (or Crack) per bagCook TableInteractive
Press10 Cocaine1 Cocaine BrickBrick PressInteractive

Harvesting Coca

Everything starts with the leaf. Wild coca bushes spawn in marked areas around the map. A player walks up to one, plays a short harvest animation with a progress bar, and collects coca leaves. There's no minigame — just the wait.

SettingDefault
Yield per bush2-5 Coca Leaves (always)
Harvest time6 seconds
XP per harvest10
Bush respawn30-60 minutes after it's harvested

Two spawn zones ship by default, both out in the countryside. You can add, move, or remove zones — or turn the whole wild-bush system off — from the in-game settings menu (/cocaine settingsWorldWild Plants); zones are drawn right in the world. Wild bushes are the built-in way to source leaves; if you'd rather players buy leaves from a dealer or another script, turn the bushes off and supply leaves your own way.

Stomping the Mash

At a placed Coca Pool, the player climbs in and stomps the leaves down into a wet mash. The pool holds one batch of mash at a time.

How a stomp plays out

  1. Walk up to the pool and choose Stomp Coca Leaves (needs 5 Coca Leaves).
  2. The player drops into the pool. Two additives are poured in first — Alkali, then Water. Hold the pour key (G by default) to pour each one; you can walk around the pool while pouring, and the meter only climbs while you're actually pouring inside the pool.
  3. Once both are poured, the player stomps — walk around inside the pool to mash the leaves. The on-screen progress only climbs while you're moving. The leaf pile visibly breaks down as you go.
  4. When the bar fills, the mash is ready. It now sits in the pool until collected.
  5. Choose Collect Mash to take the finished Coca Mash.

The leaves are only spent when the mash is finished — if a player bails mid-stomp, they keep their leaves. The mash, once made, stays in the pool even through a server restart until someone collects it.

SettingDefault
Leaves per batch5 Coca Leaves
Mash per batch1 Coca Mash
Distance to stomp35 metres walked inside the pool
XP on collect10

Coca Mash comes out at the server's default purity (Mid grade) — the cook is where purity is really decided.

Soaking the Extract

A placed Coca Extractor is a passive station: load it and walk away. The player pours in mash and kerosene, the solvent slowly draws the crude extract out of the paste, and the player comes back later to collect it.

How a soak plays out

  1. Walk up to the extractor and choose Load Mash & Kerosene (needs 3 Coca Mash and 1 Kerosene). A short pour animation plays, and the inputs are consumed.
  2. The soak runs on its own timer — no need to stay. A status label over the extractor (hold H) shows how long is left.
  3. When the timer is up, choose Collect Extract to take 1 Coca Extract.

The batch is saved to the database, so the timer keeps counting even if the player logs off or the server restarts.

SettingDefault
Mash per batch3 Coca Mash
Kerosene per batch1 Kerosene
Extract per batch1 Coca Extract
Soak time30 minutes (Config.Container.processTime)
XP on collect15

The soak runs 30 minutes by default, which makes the extractor a "load it and come back later" station. Lower Config.Container.processTime (in the settings menu under ProductionExtraction) if you want a faster chain (or a quick value while testing). Coca Extract also comes out at the default Mid purity.

Cooking Cocaine and Crack

The Cook Table is where powder is made — and where crack is made from that powder. Cooking is an interactive scene with a temperature minigame. The same table is also your bagging bench.

How a cook plays out

  1. Walk up to the table and choose Use Stove, then pick what to make:
    • Cocaine — cooks 2 Coca Extract, pouring in 1 Acetone.
    • Crack — cooks 1 Cocaine. (Crack is just cocaine cooked a second time.) After the cocaine goes in, the player must cut the batch with at least one cutting agent — see Cutting Crack.
  2. The scene frames the stove. The player pours each reagent into the pot in turn — scroll to tilt the container; tipping it past level runs the stream and fills the pour bar.
  3. Once everything's poured, the player hits Start Cooking and manages the heat.
  4. The temperature rises on its own. A key flashes on screen — pressing it cools the pot. The key changes every few seconds, so the player has to stay alert.
  5. Pressing the wrong key bumps the temperature up.
  6. The goal is to keep the temperature in the sweet spot (35°C-65°C) for as much of the cook as possible — that's what decides purity.
  7. After about 20 seconds the cook completes and the player receives the product.

Temperature numbers

SettingDefault
Cook length20 seconds
Starting temperature30°C
Heat climb0.13°C per frame (the burner, always on)
Correct key press-15°C instantly
Wrong key press+3°C
Key changesEvery 4 seconds, or whenever the correct key is pressed
Possible keysE, Q, R, G, X, H
Best range for purity35-65°C
XP per cook25

Ways to fail

What happensResult
Temperature hits 100°CThe batch explodes — a real explosion at the table. The reagents are lost, no output.
Temperature stays under 15°C for ~5 secondsThe reaction goes cold and the batch is ruined. The reagents are lost, no output.

A ruined cook burns the inputs.

Backing out. The player can leave a cook at any point:

  • Before the heat is lit — during a pour (Backspace), at the cut picker (Cancel Cook), or at the Start prompt (Cancel) — nothing has been consumed, so they keep all their materials.
  • During the temperature game (Backspace) — the heat is committed, so bailing ruins the batch and burns the reagents, the same as letting it overheat or go cold.

The cook always pulls the player's lowest-purity cocaine first when making crack, so it never burns their best stock. It doesn't matter what grade goes in — the crack's purity is scored fresh from how well the second cook is played.

Cutting Crack

Every crack batch is "cut" with cutting agents (adulterants) — this is where the player decides what kind of dealer they are. A crack cook needs at least one cut and takes up to two. Cutting stretches the batch into more rocks, but each cut drops the purity. Cut it lightly for a near-pure product, or cut it hard to flood the corner with cheap volume.

How cutting plays out

  1. Start a Crack cook and pour in the cocaine as normal.
  2. A picker opens listing every cutting agent the player has unlocked and currently has in their inventory. Click one and a live preview of it floats above the stove, so the player can see what they're about to add.
  3. Choose Add Cut to tip it into the pot (the same scroll-to-pour as a reagent). At least one cut is required — Done stays locked until the player has added one.
  4. The player can add up to two cuts per batch (Config.Cut.maxAdulterants), then hits Done. After the cuts, the temperature minigame runs as normal.

Cutting is required — a crack cook needs at least one cut, so a player with no cutting agents on hand can't make crack at all (the Make Crack cook tells them so). Every rock in a batch carries the same final purity grade, so a more-cut batch is just more, lower-grade crack.

The cutting agents

Each cut adds rocks and shifts purity by a fixed amount, and each unlocks at a player level. Cheap fillers stretch hard but tank the grade; the higher-tier agents stretch gently while barely touching purity.

CutUnlocks atExtra crackPurity shift
Baking Soda1+2-5
Cornstarch1+2-15
Baby Laxative1+2-10
Creatine3+1-6
Caffeine Powder3+1-8
Benzocaine5+1-3
Lidocaine5+10
Levamisole7+1+2

All of these — the agents, their levels, their yield and purity numbers, and the two-cut limit — are configurable in the settings menu (/cocaine settingsProductionAdulterants). See Configuration.

The cuts are consumed when the batch finishes — the player needs a supply of them, the same as any other ingredient. They aren't sold anywhere by default, so decide how players get them (a dealer, another shop script, or your own supply).

Purity

Purity is a 0-100 score decided at the cook, then turned into a grade that's stamped on the item and carried through bagging and pressing.

  • Temperature control is the whole score — it's the percentage of the cook spent inside the 35-65°C sweet spot.
  • The cook's level then subtracts a penalty — new cooks make worse product no matter how well they play.
  • Cuts (crack only) then shift the score — most cutting agents lower it, the price of stretching the batch. See Cutting Crack.

Level penalties

LevelPenalty
1-30
2-25
3-20
4-15
5-10
6-8
7-5
8-3
9-1
100

Grades

The final score becomes a grade that's shown on the item:

GradeScore
Pure90-100
High70-89
Mid50-69
Low30-49
Dirty0-29

Stages without a minigame (stomp and soak) don't score purity — their output is stamped at the server's default purity (Mid grade, set by Config.DefaultPurity = 60). Purity matters at the cook and onward.

Bagging

Bulk powder and rock don't sell as-is — the player bags them into street units first, at the Cook Table. Bagging is a cursor-driven scene: drag the spoon over the bowl to scoop, then drag the full spoon over the baggy to deposit a scoop. After a few scoops a bag seals.

How it plays out

  1. At the table, choose Bag Up Product, then pick Bag Cocaine or Bag Crack.
  2. If the player holds the product in more than one purity grade, they're asked which grade to bag — or to Mix All, which bags everything together at the lowest grade in the mix.
  3. The scene opens. Move the spoon into the bowl to scoop, then onto the baggy to deposit. Each bag takes 3 scoops to seal.
  4. Bags keep sealing until the session's bag count is reached, or the player finishes early (Backspace banks any completed bags).
SettingDefault
Cocaine per bag1 Cocaine + 1 Baggy → 1 Bag of Cocaine
Crack per bag1 Crack + 1 Baggy → 1 Bag of Crack
Scoops per bag3
Bags per sessionUp to 10
XP per sealed bag8

Each sealed bag also uses up one empty Baggy (the baggy item), on top of the powder — so a player needs a supply of baggies to bag at all. Each sealed bag carries the purity grade of the bulk that went into it. Bagged units are what players actually hand a buyer on the street.

Mixing purities: if a player has the same product in several grades, they can bag them together — but the finished bags take the lowest grade in the mix. Careful cooks keep their product sorted.

Pressing Bricks

For moving weight instead of grams, a placed Brick Press compresses bulk cocaine into a single pressed kilo. There's no minigame — you use the press, the timed press cycle plays, then the brick is granted.

SettingDefault
Cocaine per brick10 Cocaine
Output1 Cocaine Brick
XP per brick30
Level to place the press5

The brick keeps the purity of the cocaine that went in. The press is the only station with a level requirement — a player must reach level 5 before they can place it. (Bricks are wholesale; bags are for the street.)

Using the Product

The finished street bags are usable items, and their effects scale with purity.

  • Bag of Cocaine is snorted — a quick line.
  • Bag of Crack is smoked from a glass pipe — a slammed, shorter, harsher high.
CocaineCrack
How it's takenSniffSmoke (pipe prop)
Effect length (base)90 seconds50 seconds
Cooldown after it ends60 seconds45 seconds
Stress relief on use3550
Comedown (stress added back when it ends)1545

While high, a player gets vivid screen visuals with periodic intensity surges and camera shake, a sprint-speed boost, and stamina regeneration. Crack is more intense and shorter than cocaine, with a much harsher comedown crash at the end.

Purity gradeEffect multiplier
Pure1.3x
High1.1x
Mid1.0x
Low0.8x
Dirty0.6x

The multiplier scales the high's length, intensity, and stress relief — so a Pure bag feels noticeably stronger and lasts longer than a Dirty one. Stress relief (and the comedown that adds it back) needs a framework with a stress system — QBCore and QBX have one; ESX does not. Effects fade over the last stretch of the high, and a player can't use again until the cooldown passes.

Progression

Everything a player does earns cocaine XP:

ActivityXP
Harvest a wild bush10
Collect mash from the pool10
Collect extract from the extractor15
Finish a cook (cocaine or crack)25
Seal a bag8 per bag
Press a brick30

Levels run 1-10 (11,000 XP total to max). Leveling up does two things: it reduces the purity penalty on every cook (so the same play makes cleaner product), and it unlocks the Brick Press at level 5.

LevelTotal XP needed
10
2100
3300
4650
51,200
62,000
73,200
85,000
97,500
1011,000

Players check their progress any time with /cocaine stats — it shows their level, XP, totals made and sold, and which stations they've unlocked.

Progression is saved per character in the shared drugs_progression table under the coke drug key. If you also run other Oxide drug resources (weed, meth), each drug tracks its own separate level in the same table.

The Sold counter and XP can also be driven by a selling script through this resource's exports — see Exports. oxide-drugselling ships a preconfigured cocaine selling profile that does exactly this.

Equipment

All four stations are inventory items. Using the item starts placement mode — the player positions it on the ground, scrolls to rotate, and confirms (E to place, Backspace to cancel). Placed equipment is saved to the database and survives restarts. With ownership enforcement on (the default), only the player who placed a station can pick it back up.

  • Coca Pool — stomp leaves into mash.
  • Coca Extractor — soak mash into raw extract.
  • Cook Table — cook cocaine and crack, and bag product.
  • Brick Press — press bulk cocaine into bricks (requires level 5 to place).

Equipment can't be placed or used from inside a vehicle, and placement is subject to your placement zones.

Cocaine Manual

The cocaine_manual item opens an in-game illustrated handbook, written in character, that teaches players the entire system: equipment, harvesting, stomping, soaking, cooking, crack, bagging, pressing, selling, and leveling. Item pictures are pulled from your inventory's images automatically.

The handbook is part of the resource's ready-to-use interface — hand the item out or sell it, and players have the full guide in game with no setup on your end.

Placement Zones

You control where players may place production stations, and you pick which way round it works:

  • Blocked areas — stations can go anywhere except the areas you draw, for example around hospitals or spawn points.
  • Allowed areas only — the reverse: stations can only go inside the areas you draw. Handy for penning production into one district.
  • Off — no restriction at all.

Both lists are kept separately, so you can draw one of each and flip between them without losing any shapes. They ship empty with blocked-areas mode selected, so nothing is restricted until you draw something. Add zones from /cocaine settingsCorePlacement Zones, where you draw them right in the world.

Item Usage Whitelist

You can restrict individual items to particular jobs or gangs — a coke table to one crew, the press to another, and so on. Each rule takes a list of jobs, a list of gangs, a minimum rank, and an optional on-duty requirement; a player passes if they match on either the job side or the gang side. Items you don't write a rule for stay usable by everyone, so nothing changes until you opt in. Rules live under Usage Whitelist in /cocaine settings (Advanced tab) and apply the moment you save.

Police Alerts

Production can carry a risk of being reported. Each time a player starts a stage — stomping, cooking, pressing or packaging — the server rolls a configurable chance that police get a dispatch call at the station's location. Every stage has its own chance, so you can make the cook the dangerous part and leave packaging quiet.

The alert is raised entirely on the server from the station's stored position, so it can't be suppressed or moved by the player who triggered it. A cooldown per site stops one lab generating a stream of calls, and the message deliberately doesn't name the drug — responders get a location and a reason to look.

This ships switched off, and works with the common dispatch resources or, with none installed, as a notification and map blip. Set it up under Dispatch in /cocaine settings (Advanced tab); see Configuration.

Next Steps