Features

Current gameplay systems and progression flow in oxide-meth.

What oxide-meth does and how each part works. All the numbers shown here are defaults — every one of them can be changed (see Configuration).

The Production Line

Meth production has four stages. The recipe (variant) and quality (purity) are stored on the items themselves, so they carry through the whole chain — and survive trading, storage, and server restarts.

Cook -> Crystallize -> Break -> Bag
StageWhat goes inWhat comes outWhereHow long
Cook4 base ingredients + up to 2 additives1 Liquid Meth TrayMeth Table~20 seconds of active play
CrystallizeLiquid Meth TrayCrystallized Meth TrayCrystallizer5 minutes (can walk away)
Break1–3 Crystallized Meth Trays3–6 shards per trayMeth TableInteractive
Bag3 shards + 1 baggy per bag1 variant meth baggy per bagMeth TableInteractive

Cooking

Cooking is an interactive scene at a placed meth table. The player pours in four chemicals, optionally adds up to two additives, then manages the pot's temperature until the cook finishes.

How a cook plays out

  1. Walk up to a placed meth table and choose Cook Meth.
  2. Click each of the four ingredients and pour them into the pot (tilt the bottle by scrolling).
  3. Optionally add up to 2 additives — liquids are poured, solids are dragged into the pot.
  4. Start the cook. The burner is now heating the pot.
  5. The temperature rises on its own. A key flashes on screen — pressing it drops the temperature by 15°C. The key changes every few seconds, so the player has to stay alert.
  6. Pressing the wrong key bumps the temperature up 3°C extra.
  7. The goal is to keep the temperature between 35°C and 65°C for as much of the cook as possible — that's what decides purity.
  8. After 20 seconds the cook completes and the player transfers the result to a tray: 1 Liquid Meth Tray.

Temperature numbers

SettingDefault
Cook length20 seconds
Starting temperature30°C
Heat climb0.13°C per frame (the burner, always on; additives can speed this up or slow it down)
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

Ways to fail

What happensResult
Temperature hits 100°CThe batch explodes — a real explosion at the table (the explosion can be turned off in settings). Ingredients and additives are lost, no output.
Temperature stays under 15°C for about 5 secondsThe reaction stalls and the batch is ruined. Ingredients and additives are lost, no output.

Cooking also releases fumes that blur the player's vision more and more as the cook goes on — unless they're wearing a gas mask. Without one, the effect lingers for 2 minutes after the cook.

Additives and Variants

Up to 2 additives can go into a cook. Each one changes how the cook behaves and what comes out:

AdditiveUnlocks at levelAdded byHeat speedSweet spot shiftPurity
Pain Killer1draggingnormal
Lax to the Max1dragging10% slower−3
Cannabis Leaf1draggingnormal
Cough Syrup1pouring5% slower
Magnesium Oxide3pouringnormal+5°C
Hazardous Waste3pouring15% faster−5°C−5
Vanilla Unicorn Pills3draggingnormal
Adrenaline5dragging30% faster+3
Acetone5pouring5% faster+5
Toluene7pouringnormal+3°C+5

Certain combinations are named recipes. Cook with the right additives and the output becomes that variant, with its own item, value multiplier, and usage effects:

VariantRecipeValueShards per tray
Crystalno additives1.0x3–6
GlassToluene1.3x3–6
Blue SkyAdrenaline + Toluene1.6x3–6
Purple HazeCough Syrup + Vanilla Unicorn Pills1.5x3–6
Lean CrystalCough Syrup1.2x3–6
Green RushCannabis Leaf1.15x3–6
Dirty SpriteCannabis Leaf + Cough Syrup1.45x3–6
Street MixLax to the Max + Pain Killer0.7x3–6
Rocket FuelAdrenaline + Hazardous Waste1.35x3–6
Club SpecialAdrenaline + Vanilla Unicorn Pills1.55x3–6
IceAcetone + Toluene1.5x3–5

Any additive combination that doesn't match a recipe just produces standard Crystal.

Purity

Purity is a 0–100 score decided at the end of the cook, then carried through trays, shards, and bags:

  • Temperature control is the main factor — the score starts as the percentage of the cook spent inside the 35–65°C range.
  • Additives add or subtract their purity bonus.
  • The cook's level subtracts a penalty — new cooks make worse product no matter how well they play.

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

Crystallizing

Liquid trays go into a placed crystallizer to dry. Drying continues even if the player logs off or the server restarts.

SettingDefault
Drying time5 minutes per tray
Capacity18 trays (2 racks of 9)
Progress updatesEvery 30 seconds to nearby players

The crystallizer panel shows each slot's progress. When a tray is ready, the player collects a Crystallized Meth Tray with the same variant and purity that went in. With ownership enforcement on (the default), only the person who placed a tray can collect it.

Breaking

Crystallized trays get smashed into shards at the meth table.

SettingDefault
Trays per sessionUp to 3
Shards per tray3–6, random
Smash stages4 (the tray visually breaks down in stages)

The player smashes each tray with a hammer, then clicks the loose shards to collect them. Shards come out as the variant's own item (for example crystal_meth_blue_sky) with the purity grade attached.

A variant's "shards per tray" modifier caps how many shards each tray can give — Ice tops out at 5 instead of 6, the trade-off for its high value.

Bagging

Bagging is a scale minigame at the meth table. Three shards go into each bag, and the player has to hit the right weight.

SettingDefault
Shards per bag3
Shard weight0.3g–1.0g each, random
Target weight1.0g
Bag seals between0.8g and 1.0g
Bags per sessionUp to 10

How it plays out

  1. Start Bag Meth at a meth table (requires shards and at least one baggy).
  2. Pick which product to bag. Shards are grouped by variant and purity.
  3. Drag shards onto the scale, watching the weight climb.
  4. Land the total between 0.8g and 1.0g, then seal the bag.
  5. Repeat until done — each sealed bag becomes that variant's baggy item with the purity attached.

Going over 1.0g means the bag won't seal — the player has to swap for a smaller shard.

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

Using the Product

Bagged meth (any variant) is a usable item. Effects depend on the variant's profile and scale with purity.

SettingDefault
Effect length90 seconds base (varies by variant)
Cooldown after the effects end120 seconds
Purity scalingPure 1.3x · High 1.1x · Mid 1.0x · Low 0.8x · Dirty 0.6x

What players can get, depending on the variant:

  • vivid screen visuals with periodic intensity surges and camera shake
  • a speed boost
  • stamina regeneration
  • armour
  • gradual healing
  • stress relief (on frameworks with a stress system — QBCore and QBX)

For example, Rocket Fuel is the combat pick (armour, speed, stamina), Blue Sky adds healing and the longest ride, and Street Mix is short, rough, and barely worth using. Every profile can be tuned per variant in shared/config/usage.lua.

Effects fade out over the last stretch, and a player can't use again until the cooldown passes. Meth can't be used while in a vehicle.

Progression

Everything a player does earns meth XP:

ActivityXP
Finish a cook25
Collect a dried tray10
Break trays30
Seal a bag15 per bag

Levels run 1–10 (11,000 XP total to max). Leveling up reduces the purity penalty and unlocks better additives:

LevelUnlocks
1Pain Killer, Lax to the Max, Cannabis Leaf, Cough Syrup
3Magnesium Oxide, Hazardous Waste, Vanilla Unicorn Pills
5Adrenaline, Acetone
7Toluene

Players check their progress any time with /meth stats.

Progression is saved per character in the shared drugs_progression table. If you also run other Oxide drug resources, each drug tracks its own separate level in the same table.

Equipment

Both pieces of equipment are inventory items. Using the item starts placement mode — the player positions it on the ground, scrolls to rotate, and confirms. Placed equipment is saved to the database and survives restarts. With ownership enforcement on (the default), only the player who placed equipment can pick it back up.

  • Meth Table — used for cooking, breaking, and bagging.
  • Crystallizer — used for drying, with 18 persistent tray slots.

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

Gas Mask

The gas_mask item toggles a mask on the player's face (with a put-on animation). Wearing it protects against the cooking fumes — put it on mid-cook and the blur fades back out.

The mask's appearance (clothing component, drawable, and texture) is configurable so you can match it to your server's clothing pack.

Cooking Manual

The meth_manual item opens an in-game illustrated handbook, written in character, that teaches players the entire system: equipment, the cook, temperature control, every named recipe, purity, bagging, usage effects, and leveling. Item pictures are pulled from your inventory's images automatically.

All of the manual's text can be edited or translated in locales/en.json.

Placement Zones

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

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

A zone is a polygon — a flat shape you outline on the ground. Both lists are kept separately, so you can draw one of each and flip between them without losing any shapes. It ships with no zones and blocked-areas mode selected, so nothing is restricted until you draw something. Admins draw zones directly in the world through the settings editor (see Admin).

Item Usage Whitelist

You can restrict individual items to particular jobs or gangs — a meth table to one crew, the gas mask 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 /meth settings (Advanced tab) and apply the moment you save.

Police Alerts

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

The alert is raised entirely on the server from the equipment'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 /meth settings (Advanced tab); see Configuration.

In-Game Settings Editor

Admins configure the entire resource in game with /meth settings — there's no need to edit files. The editor is a searchable panel that groups every setting into categories (Core, Production, Chemistry, Player, Immersion), with Basic and Advanced tabs, per-setting reset-to-default, and inline validation that stops bad values before they save.

Settings are stored in your server's database and apply live: placed equipment and crystallizer trays re-appear with any new geometry the moment you save, and minigame values take effect on the next cook, break, or bag session — no server restart. Placement zones are drawn with an in-world polygon editor from the same panel.

See Configuration for how the settings system works and Admin for the panel walkthrough.

Next Steps

  • Configuration — every setting explained
  • Admin — test and admin commands
  • Exports — integration reference for developers