Features
How oxide-pills works — the production line, every station, the hidden tablet profile, product lines, brands, packaging, the rotary press crew, dust, reagent tests, overdoses, selling, the delivery run, Pill ID and progression.
What oxide-pills does and how each part works. All the numbers here are defaults. Almost every one can be changed in the settings menu (see Configuration).
The Production Line
Making pills is a chain of stations. Most stations are machines the player places on a lab workbench, then walks up to and works. Most stages open a close-up camera on the station with on-screen key prompts. Other players nearby see the character working and the machine moving.
Raw active -> Mill -> Blend -> Press -> Sort -> Pack
| |
your formula the batch is decided here| Stage | What goes in | What comes out | Where |
|---|---|---|---|
| Mill | 1 raw active (Party Powder, Pharma Bottle or Mystery Powder), or a blend's worth of Reject Tablets | 1 Milled Powder | Mortar & Pestle at a workbench, or the Blade Grinder |
| Blend | 1 Milled Powder, plus Filler, Binder, Lubricant (and optional Dye) poured by hand | 1 Pressing Blend | Stand Mixer |
| Press | 1 Pressing Blend and a Punch & Die Set | Up to 48 tablets on the tray | Crank Press or Electric Press |
| Sort | The tray | The kept tablets become the batch; the rest become Reject Tablets | The same press |
| Pack | Loose pills, plus 1 empty Baggie, Bottle or Blister Sheet per pack | The same pills, now bagged, bottled or blistered | Workbench, Label Printer or Blister Sealer |
On top of the core line there are optional stations that improve a batch: the sieve, drum tumbler, ball mill and pan coater. There are also two ways to check one: the light box and the hardness tester.
Walking away partway through a stage (BACKSPACE in every stage) never costs materials: either nothing has been used yet, you get it back, or what you made waits for you. The one exception is cleaning a die: the brush and solvent are used as soon as cleaning starts.
Production is server-enforced. Clients only send discrete gestures (grinder revolutions, pours, crank strokes, scrubs), and the server applies every timing, cap and rate limit. A client never submits a score.
The Lab: Workbenches and Machines
Every station is an inventory item. Using it starts placement: aim where it should go and confirm. On-screen hints show the keys (scroll to rotate, left click to confirm, right click / ESC / BACKSPACE to cancel). Placed stations are saved in the database and survive restarts.
The Lab Workbench is a base-game table. Benchtop machines snap onto free slots along its top: 2 slots per workbench by default. With a benchtop machine in hand, aim at a free slot and click. A machine on a workbench always faces the way the workbench does. The workbench itself is also where the mortar and sieve are used and where pills are bagged.
Floor machines stand on their own, anywhere a station may be placed.
| Station | Mounts on | Level to place and use |
|---|---|---|
| Lab Workbench | Floor | 1 |
| Crank Press | Workbench | 1 |
| Stand Mixer | Workbench | 1 |
| Reject Bin | Floor | 1 |
| Dust Collector | Floor | 1 |
| Blade Grinder | Workbench | 2 |
| Light Box | Workbench | 3 |
| Die Engraver | Workbench | 3 |
| Electric Press | Workbench | 5 |
| Label Printer | Workbench | 5 |
| Hardness Tester | Workbench | 6 |
| Drum Tumbler | Floor | 6 |
| Capsule Filling Board | Workbench | 7 |
| Ball Mill | Workbench | 7 |
| Pan Coater | Floor | 7 |
| Blister Sealer | Workbench | 8 |
| Rotary Press | Floor | 9 |
That's 17 stations: the workbench, 11 benchtop machines and 5 floor machines.
- Pack Up is on every station. With ownership on (the default), only the player who placed a station can pack it up, and only a workbench's owner can mount machines on it.
- A workbench with machines on it can't be packed up. Take the machines off first.
- A station can't be packed up while someone is working at it, while it's running, or while a tray or finished output is waiting on it for someone to collect.
- Stations can't be placed from inside a vehicle, and placement follows your placement zones. Benchtop machines go wherever their workbench is.
- Moving parts (flywheels, drums, blades, lids) animate for everyone within 30 metres.
The Pressing Manual (pill_manual) is an in-character guide to the whole trade. Use it from the inventory to open a worn book covering every stage from milling to selling, with pictures of the items and a chart of what each level unlocks, read from your own settings. Put it in a shop or hand it out to new cooks.
Quality: The Tablet Profile
There is no single "purity" number. Every tablet is simulated on its own from the state of the press at the moment it was struck, and the batch is the average of the tablets that survive sorting.
| Stat | What it means | Mostly decided by |
|---|---|---|
| Potency | How much active each tablet carries | How much milled powder is in the formula, and how deep the die is filled |
| Integrity | How solid the tablet is | Compression force, binder, grind, and how evenly the press was worked |
| Imprint | How crisp the face is | Die wear, residue on the die, lubricant, fines from over-grinding |
| Finish | How good it looks | How evenly the blend mixed, integrity, residue, fines, having enough filler |
| Consistency | How alike the tablets are | How evenly the blend mixed, sorting out the odd ones, and the player's level |
| Counterfeit match | How well it passes for the real thing (VELA Blues and AXIA Percs only) | The die's stamp, imprint, finish and consistency |
More is not better. Every input has a right amount. Too little or too much binder both cost integrity. Too little lubricant and powder sticks to the punch; too much smears the face. Potency is scored against a target window for each product line. Below the window a batch is weak. Above it the batch is hot: some buyers pay more, and whoever takes it risks an overdose.
One weak input drags a stat down on its own. Each stat multiplies its inputs together rather than averaging them, so a batch only scores well when every input is right at once.
Hidden until inspected
The numbers never go on the item. A pill only carries its batch ID and a vague impression you can read in the inventory:
| Impression | When it shows |
|---|---|
| "These feel like they'd fall apart." | Integrity 35 or lower |
| "A lot of these are chipped." | Finish 45 or lower |
| "The faces look rough." | Imprint 45 or lower (not capsules) |
| "No two of these look the same." | Consistency 50 or lower |
| "These look clean." | Finish 75 or higher |
| "These look ordinary." | Anything else |
These are checked top to bottom, and the first match is shown. To learn the real numbers, someone has to break a tablet at the light box.
Grades
| Grade | Score |
|---|---|
| Excellent | 85–100 |
| Good | 70–84 |
| Fair | 52–69 |
| Poor | 34–51 |
| Bad | 0–33 |
Potency isn't graded, because higher isn't better. It reads as Weak, On target or Hot against the product line's window.
Level shows as information, not a penalty
A player's level never lowers a stat. What it changes is how much the on-screen gauges tell them, and it slightly narrows the spread between tablets (better consistency).
| Levels | What the gauges show |
|---|---|
| 1–2 | Zones and words (like "Too little", "Good fill", "Overfilled"), no numbers |
| 3–5 | Exact numbers |
| 6–10 | Exact numbers, and the press calls out each tablet's defect as it lands on the tray |
Milling
Raw actives have to be ground before they can be formulated. There are two tools.
Mortar & Pestle (level 1)
Stand at a workbench and use the Mortar & Pestle from your inventory. If you're carrying more than one kind of raw active, pick which one to grind.
- Move the mouse in circles. Each full circle is one turn of the pestle.
- Watch the grind meter. The good zone is a grind of 60–80.
- Press ENTER to finish and take the Milled Powder, or BACKSPACE to walk away without using anything.
Each turn adds about 3.4 grind, so 18–23 turns lands in the good zone. From the 25th turn on, every turn also makes fines: over-ground dust that costs imprint and finish for the rest of the batch, and can cause capping at high force. Grinding is a when to stop decision, not a speed contest. Turning faster than a hand could doesn't count.
Blade Grinder (level 2)
A benchtop machine. Choose Grind on it.
- Click the powder container on the bench, carry it over the open chamber, and click again to tip it in.
- Hold the left mouse button to run the blade. Let go to stop it.
- While the blade runs, powder cakes against the chamber wall. A caked chamber grinds slower and starts turning powder into fines.
- Between pulses, press SPACE to knock the chamber clean (you can't knock while the blade is running).
- Press ENTER to finish.
Short pulses with a knock between each are slow and clean. One long pulse is fast and ruins the powder. A single pulse only counts for up to 8 seconds, so holding the button down doesn't help.
Regrinding rejects
Reject Tablets (thrown-out tablets, or pills broken in a crash) can go back through either tool. One Milled Powder is a whole blend's active, so regrinding takes a blend's worth of rejects of one kind: 48 of one product line (30 for AURA Capsules), from the same lot if they came from mystery powder. Rejects only appear in the mill's "What are you grinding?" list (as Reject Pills) once you carry enough of one kind. If rejects are all you carry and there aren't enough, the mill says "Regrinding takes 48 broken tablets of one kind." (with the number your biggest pile needs). They come out as milled powder of the active their product line uses, with 25 extra fines because they've been ground once already.
The milled powder remembers its grind, its fines and which active it came from. Its inventory description reads like "Milled Party Powder (grind 72)".
Formulating and Blending
The recipe is whatever ends up in the bowl. There's no card and no slider: you pick up each ingredient and pour for as long as you want it in.
How a blend plays out
- At the Stand Mixer, choose Mix a Batch. If your milled powder suits more than one product line (NOVA Bars, VELA Blues and AXIA Percs all start from a Pharma Bottle), pick which one you're making. Only lines you've unlocked are offered.
- The ingredients stand on the bench. Click one to pick it up, hold it over the bowl, and hold the left mouse button to pour. Letting go, or moving off the bowl, stops the pour. Right click puts the container back down.
- For party pills, LEFT/RIGHT picks the dye colour before you pour the dye: Rose, Violet, Cyan, Lime, Gold or White. The last colour poured is the batch's colour. Dye is optional.
- Press SPACE to put the bowl on the mixer, then SPACE again to start it.
- The mixer runs by itself for 8 seconds. The bowl shows whether it came out evenly mixed or still streaky, and you receive a Pressing Blend.
The on-screen gauges show each ingredient's share of the bowl against its target band, filling live as you pour.
What goes in
| Ingredient | Target share of the bowl | Pours at |
|---|---|---|
| Milled Powder (the active) | Depends on the product line (below) | 14 units per second |
| Tablet Filler | At least 35% (below that the tablets can't form a clean face) | 26 units per second |
| Tablet Binder | 7–12% | 5 units per second |
| Die Lubricant | 0.8–1.8% | 1 unit per second |
| Tablet Dye | Doesn't count toward the recipe; it only colours the batch | 26 units per second |
The active's target depends on the line's potency window, at the middle fill depth on the press:
| Product line | Milled powder share for "on target" |
|---|---|
| Party Pills, AURA Capsules | about 27–41% |
| NOVA Bars | about 24–36% |
| VELA Blues | about 31–43% |
| AXIA Percs | about 23–35% |
Filler isn't a cut. It's what brings the dose into range. Over-diluting is paid for at the potency window, not anywhere else.
How even it mixes
A stand mixer does the mixing for you, so there's nothing to supervise. What decides how evenly it mixes (the blend's uniformity) is how full the bowl was. The bowl holds 100 units. Between 55 and 85 units it mixes evenly. Outside that, uniformity drops the further you go. Uniformity feeds finish and consistency.
What it costs
- 1 Milled Powder. If you carry several that suit the line, the mixer uses the one with the lowest grind first.
- 1 of each other ingredient you poured any of. Each container holds up to 70 units, and pouring even a little of it uses the whole item, so over-pouring is a real mistake rather than a free retry.
Pressing
The press turns one Pressing Blend into up to 48 tablets. It picks your least evenly mixed blend first, and your least worn die set that's cut for that blend's product line. See The Die Engraver.
Setting the dials
Before the first tablet, set two dials. UP/DOWN switches between them, LEFT/RIGHT changes the value, and SPACE starts the run (the blend is used up at this point).
- Fill depth sets the dose. A deeper fill is a stronger tablet.
- Force has to match the depth: the same force spread through a deeper fill compacts it less. Too little force and tablets are soft; too much and they split apart (capping).
The on-screen gauge shows whether the force matches the depth (Under-pressed, Matched, Over-pressed). With default settings these pairs match:
| Fill depth | Matching force |
|---|---|
| 30 | 35 |
| 40 | 48 |
| 50 | 58 |
| 60 | 68 |
| 75 | 82 |
The Crank Press (level 1)
You are the motor. Move the mouse in circles to turn the flywheel. One full turn is one tablet. Turning backwards doesn't count.
- Pace is the skill. The feed can only carry so much powder per pass. Turn faster than about one turn every 0.9 seconds and the die isn't filled: tablets come out light (lower potency, over-compressed), and powder packs onto the die face (more residue). A granulated blend fills faster, so it can be cranked quicker without short tablets, but cranking fast still dirties the die faster.
- Keep it even. Each tablet is compared with the one before. A turn that's much faster or slower than the last gives that tablet a different squeeze, which costs integrity and imprint. The HUD calls out "Uneven" and "Ragged".
- Right click stops to clean the die. ENTER ends the run early and goes to sorting (the rest of that blend is used up). BACKSPACE walks away. The tablets stay on the tray for you to come back to.
The Electric Press (level 5)
The same stage, but a motor turns it. Every stroke is perfectly even, which is what the electric press buys you.
- LEFT/RIGHT picks a speed while the motor is off: 1.2, 0.9, 0.6 or 0.45 seconds per tablet.
- SPACE starts and stops the motor.
- The feed keeps up at 0.6 seconds or slower. The fastest speed (0.45) out-runs it: tablets come out short unless the blend is well granulated (about three-quarters or more), and the die gets dirty faster at that speed either way.
- Right click stops the motor to clean the die. ENTER stops and goes to sorting.
Residue and cleaning
Every tablet leaves a little powder on the die face (residue). Rushing leaves much more. Residue shows on the die itself and in the HUD (Clean, Packing up, Filthy), and it costs imprint: faces come out picked (torn) and blurred.
A full 48-tablet blend at a steady pace takes a clean die to filthy, so one clean in the middle of a blend is the difference between a good batch and a salvage job.
To clean, choose Clean the Die on the press (shown only when the die isn't clean), or right click during a run.
- One Cleaning Brush and one Cleaning Solvent are used up as soon as cleaning starts.
- The camera closes in on the die. Move the mouse to scrub the brush over the die face. Every stroke takes residue off. A filthy die takes about 15 strokes.
- When the face is spotless, cleaning ends. Mid-run, pressing picks up where it left off. On the electric press, start the motor again with SPACE.
Residue belongs to the press, not the player. It's saved and survives restarts, and whoever uses the press next inherits a dirty die.
Die wear
Every tablet wears the die set a little. Wear is stored on the Punch & Die Set item, so it follows the die from press to press. The server also keeps each die's wear by its serial number, so moving the die out of your inventory partway through a run, or a restart, doesn't undo any wear. The die has to stay in your inventory for the run: the press checks for it when you start. It slowly costs imprint, and at 100 the die is worn out and can't be used. At default settings a die lasts about 285 tablets (about six blends). The level 10 perk makes dies last longer.
Walking away
If you leave before pressing anything, you get the blend back (and the capsule shells, on a board). If you disconnect or switch character first, or have no room, they wait on that press instead: choose Press Tablets on it again (Fill Capsules on a capsule board) to collect them.
If you leave with tablets on the tray, they stay on that press and are saved through restarts. You collect them the same way, which goes straight to sorting. The player who placed the press can also collect anything someone else left on it, so nobody can lock an owner out of their own press. Anyone else is told "Somebody else left something on this press." until it's collected. Anything nobody comes back for is cleared the first time the server starts after it's been waiting 7 days. A press can't be packed up while something is waiting on it, so nothing is lost that way.
Sorting the Tray
When the run ends, the camera drops onto the catch tray. This is where the batch is decided.
- Hover a tablet. The HUD names what's wrong with it, or says Clean.
- Click a tablet to throw it out. If a Reject Bin is within 3.5 metres it flicks into the bin; otherwise it's swept off the tray. Throwing out is final.
- Press ENTER when you're done.
The tablets you kept become the batch: that product line's pill item, carrying a new batch ID and its impression. Everything thrown out comes back as Reject Tablets, which can be ground again. If your inventory takes the batch but has no room left for the rejects, they wait on the press: choose Press Tablets (or Fill Capsules) there again to collect them. Only kept tablets count toward the batch's numbers, so pulling the duds raises the averages and tightens consistency.
Make room first. The pills are added to your inventory the moment you press ENTER. If they don't fit, you get "No room for the batch. The tray waits at the press until you make some." Nothing is lost: make room, then choose Press Tablets (or Fill Capsules) on the same station to finish sorting.
Defects
A tablet comes out as the first defect it qualifies for, worst first. The weaker the stat, the more likely it is. A healthy press still throws an occasional cosmetic dud, so there's always something to sort.
| Defect | What you see | Caused by |
|---|---|---|
| Crumbling | Broken into pieces | Very low integrity |
| Snapped | Broken along its score line (NOVA Bars only) | Low integrity |
| Capped | Split, with the top lifted off | Low integrity, plus fines and high force |
| Picked face | The imprint torn where powder stuck to the punch | Low imprint |
| Blurred face | The imprint smeared | Low-ish imprint |
| Chipped | A wedge broken off the edge | Low finish |
| Patchy | A mottled surface | Low-ish finish |
| Dented / Leaking | Capsule faults (see Capsules) | Tamping too hard / too lightly |
Product Lines
| Line | Pill item | Unlocks at | Made from | Potency window | Faces available | Notes |
|---|---|---|---|---|---|---|
| Party Pills | Party Pill | 1 | Party Powder | 45–68 | Blank or a player brand | Takes dye. The only line that can carry a brand. |
| NOVA Bars | NOVA Bar | 3 | Pharma Bottle | 40–60 | Blank or its reference imprint | A scored bar. Soft bars snap along their scores. |
| VELA Blues | VELA 30 | 5 | Pharma Bottle | 52–72 | Blank or its reference imprint | Counterfeit: scored for how well it passes for the real thing. The highest overdose risk. |
| AXIA Percs | AXIA 10 | 5 | Pharma Bottle | 38–58 | Blank or its reference imprint | Counterfeit. |
| AURA Capsules | AURA Capsule | 7 | Party Powder or Mystery Powder | 45–68 | None | Filled on the capsule board, not pressed. No imprint. |
A Pressing Blend makes 48 tablets on a press, or 30 capsules on the capsule board. The product lines themselves (what each takes and makes) are set in shared/config/production.lua. See Configuration.
Counterfeit match (VELA Blues and AXIA Percs) is scored from the die's stamp (30%), imprint (30%), finish (25%) and consistency (15%). A blank face gives a counterfeit away at a glance, so a blank-faced counterfeit can never score better than about 66 (Fair), however good the rest of the run was. Press with a die cut to the reference imprint.
The Die Engraver
The Punch & Die Set is the tooling a press strikes tablets with. A new, uncut die set is party tooling with a blank face. The engraver (level 3) is the only place to change that. Choose Engrave Tooling on it.
- Pick one of your die sets that hasn't been stamped yet.
- Pick the shape: any product line you've unlocked, except AURA Capsules (the capsule board needs no die).
- Pick the face: a blank face, the line's reference imprint (NOVA Bars, VELA Blues, AXIA Percs), or one of your brands (Party Pills, from level 4).
- Confirm. The engraver cuts for about 3 seconds.
- Re-cutting keeps the wear. A blank die can be re-cut to another shape later, but it isn't a free reset.
- A stamped die is final. Once it carries a reference imprint or a brand, a different stamp means new tooling.
- The die's inventory description shows what it's cut for, like "NOVA Bars tooling, Reference imprint".
Brands
From level 4 a player can register a brand at the die engraver, in the same panel: a name, plus one of eight symbols (Pulse, Bolt, Star, Crown, Skull, Heart, Diamond, Moon). Then they engrave it onto a party die.
- Names are 3–20 characters: letters, numbers, spaces, hyphens and apostrophes. They're unique across the server, ignoring capital letters and extra spaces. You can block names in the settings menu.
- Symbols aren't unique. The name is what tells two brands with the same symbol apart.
- A character can hold 2 brands.
- Only the brand's owner can engrave it.
- Good party pills from a branded die come out with the brand's symbol on the face. Picked and blurred ones show a damaged version of it.
- The brand name is on the pill's item information (it's on the face, so it's public). The owner is never shown anywhere.
A brand builds a reputation that changes what its pills sell for. See Selling.
Packaging
Packing makes a batch something you can hand over, and each pack protects its pills differently from breaking. Pick a batch of loose pills and how many packs, then confirm. Choosing a batch moves the cursor straight to the confirm button, so ENTER twice packs it.
| Pack | Station | Level | Pills per pack | Packs per visit | Lines | Protection |
|---|---|---|---|---|---|---|
| Baggie | Workbench (Bag Tablets) | 1 | 12 | Up to 10 | All | 25% |
| Bottle | Label Printer (Fill Bottles) | 5 | 30 | Up to 4 | NOVA Bars, VELA Blues, AXIA Percs | 60% |
| Blister card | Blister Sealer (Seal Blisters) | 8 | 10 | Up to 5 | All | 95% |
Loose pills have no protection. A coated batch gets an extra 30% on top of its pack.
- One empty Pill Baggie, Pill Bottle or Blister Sheet is used per pack.
- Baggies are filled by hand. The bench shows a counting tray with the pills in piles of 12, the open baggie beside it and the spare bags behind. Drag a pile into the open bag: it seals, slides to the finished stack, and the next bag opens. Each bag is made the moment its pile goes in, so stopping early (ENTER or BACKSPACE) keeps every bag already filled.
- Packed pills become their own item, with their own name and icon: Bagged NOVA Bar, Bottled NOVA Bar, Blister-Packed NOVA Bar and so on. The stack still counts pills, so a bottle is 30 of them. Players can still take a pill straight from a pack.
- Bottles get a printed label. Pick one of the line's label templates (for example "AXIA 10/325" with its directions), and the printer prints and tears a label for each bottle. The templates are set in
shared/config/production.lua, never typed by players. - The label printer and blister sealer animate for each pack after you confirm. The pills are already packed by then, so walking off mid-animation loses nothing.
Inspecting at the Light Box
The light box (level 3) is what turns an impression into numbers. Choose Inspect a Batch on it and pick one of the batches you're carrying. A tablet of whichever batch the cursor is on stands on the light panel, under the loupe, so you can see the pill you're about to read.
- The first reading of a batch costs one tablet of it by default (
Config.Inspect.cost). You destroy a sample to learn what the rest are. - Once a batch has been read, it stays read. Anyone carrying pills from that batch can read it again at any light box for free. You can only read batches you're actually holding.
- Reading pays no XP. It buys information.
What the reading shows grows with the reader's level:
| Level | Shows |
|---|---|
| 1–2 (only if you lower the light box's level) | Grades as words for integrity, imprint, finish, consistency (and counterfeit match); potency as Weak / On target / Hot |
| 3–5 | The exact numbers, and the potency window |
| 6–10 | Also how far over or under the window it is, when it was pressed, and how the tray was sorted: how many were kept, how many thrown out, and which duds slipped through |
The line, the face (stamp or brand symbol) and a hardness reading (if one was taken) are shown at every level. Capsules have no imprint, so the reading leaves it out.
The Hardness Tester
The hardness tester (level 6) is a destructive test. Choose Test Hardness, pick a batch, and 3 tablets go under the anvil and break.
- It reads the batch's integrity exactly, at any level, as a break force in kp (integrity × 0.12). The batch doesn't need to have been inspected first.
- It shows how much of the batch each kind of packing would lose in a hard crash (loose, baggie, bottle, blister), so you know what to pack it in.
- The reading is saved with the batch, and the light box shows it from then on.
Granulating with the Sieve
Granulating (level 6) turns a blend into granules that flow evenly into the die. Stand at a workbench with an ungranulated Pressing Blend and a Granulating Fluid, and use the Granulating Screen.
- Wet it. Click the jerrycan and hold the left mouse button over the screen to pour. The target wetness is 40–60. Too dry and it won't hold as granules. Too wet and it clogs the screen.
- Rub it through. Move the mouse over the screen to work the wet mass through. Each stroke pushes some through, less if it's soaked. The screen clears as you go.
- Press ENTER to finish. You get the blend back, now granulated. One fluid is used.
Granulation is scored from how close the wetness was to the target and how much went through the screen. Stopping early only granulates what went through. A fully granulated blend:
- has up to 45% less tablet-to-tablet spread (better consistency)
- has 65% of its fines stop counting (a cleaner face, less capping)
- fills the die up to 45% faster, so a well-granulated blend keeps up with the electric press's fastest speed and the rotary's faster turret speeds (it doesn't stop fast pressing from dirtying the die)
The Drum Tumbler
A floor machine (level 6) that runs itself. Choose Load the Drum, pick blends of one product line and one colour, and how many (1–4). It turns for 12 seconds.
- Every blend comes out with the averaged recipe of the whole load, so a badly poured blend can be rescued by tumbling it with a good one.
- Uniformity rises by up to 30 points (to a maximum of 97), depending on how well the drum was filled. 2–3 blends fills it best. 1 or 4 gives half the boost.
- You get the same number of blends back.
- A blend can only be tumbled once. Tumbled blends aren't offered again.
- Blends from different lots of mystery powder are never tumbled together.
The tumbler, ball mill and pan coater all work the same way: load it, and it runs on its own. One load at a time: while it's turning, anyone else gets "That machine is already running." You don't have to stay and watch. If you've walked off, or your inventory is full when it finishes, the output waits at the machine for you: open the machine again to collect it ("You collect what was waiting at the machine."). Only the player who loaded it, or the player who placed the machine, can collect it, and it's kept through restarts.
The Ball Mill
A benchtop machine (level 7) that grinds a whole load of one raw active at once. Choose Load the Mill, pick the active and how many (1–6). It turns for 15 seconds, and you get one Milled Powder per active.
How full the jar is decides the grind:
| Load | Result |
|---|---|
| 1 | Pulverised: grind about 80, about 30 fines |
| 2–4 | Right in the window: grind about 72, almost no fines |
| 5 | Coarse: grind about 60 |
| 6 | Too coarse: grind about 47 |
Reject Tablets can't go in the ball mill. Regrind them with the mortar or grinder.
Mystery powder goes in one lot at a time. Each lot you carry is listed separately, and a lot you've already tested shows its class next to it (for example "Mystery Powder (MDMA)"). Untested powder loaded together becomes one new lot.
The Pan Coater
A floor machine (level 7). Choose Coat Tablets, pick a batch of loose, uncoated tablets (not capsules), and how many (up to 48). One Coating Solution is used. It turns for 14 seconds.
- The coated tablets become a new batch: finish closes up to 45% of the gap to perfect, and integrity rises by up to 8.
- Coated tablets get extra protection from breaking, on top of whatever they're packed in.
- It coats evenly from half full (24) to full (48). A smaller load gets less of the finish and integrity gain.
- Because it's a new batch, it needs its own light-box reading and hardness test.
Capsules and the Capsule Filling Board
AURA Capsules (level 7) are filled by hand on the Capsule Filling Board, a benchtop machine, instead of being pressed. It needs no die. You need an AURA Capsule blend (made from Party Powder or Mystery Powder at the mixer) and 30 Empty Capsules. Choose Fill Capsules.
- Spread. Move the mouse left and right to sweep the spreader across the board. It spans every row, so each time it crosses one of the 6 columns it adds about a third of a dose to the 5 shells in that column. Three passes is a full dose. A column skimmed once or twice is weak. A fourth pass heaps it: those capsules come out stronger (they can go hot), and the spilled powder spoils their finish.
- Tamp. SPACE brings the upper plate down. The first tamp ends the spreading. Two tamps is right. Fewer leaves the fill loose, and those capsules leak. More than two dents the shells.
- Cap. ENTER puts the caps on, and the 30 capsules drop onto the catch tray to be sorted like tablets.
The blend and shells are used as soon as the board opens. Walking away before capping gives them back.
The Rotary Press Crew
The rotary press (level 9) is a floor-standing production press for up to three people, and one player can run it alone. Choose Work the Rotary Press. The first player becomes the feeder and owns the run.
- TAB steps to the next station. A free station is taken as you step to it, so one player can feed, sort and pack by switching between them.
- Anyone nearby can join from the same option and take a free station, or one someone else is only covering. The player covering it is moved back to their own station.
- Joining as sorter or packer has no level requirement.
| Role | Keys | Job |
|---|---|---|
| Feeder | R tip a blend into the hopper, LEFT/RIGHT turret speed, SPACE start/stop, right click service, ENTER finish the run | Keeps the hopper fed and runs the machine |
| Sorter | Click to throw a tablet out, ENTER clear the tray | Picks the duds off the output tray, 24 tablets at a time |
| Packer | SPACE fill a bag | Bags kept tablets as they come (one Pill Baggie from the packer per bag) |
- The first blend decides the run: its product line, its colour, and the die. The feeder needs a die cut for that line. After that, only blends of the same line and colour can go in. The hopper holds 3 blends and feeds them in order.
- Speed: the turret strikes 2, 3, 4 or 5 tablets a second. Any blend keeps up at 2 or 3. At 4, only a blend that's at least about half granulated fills the stations fully; anything else comes out short. At 5, no blend fills them completely, though a fully granulated one comes close.
- The stations are factory-set to a matched depth and force (50 and 58). Every stroke is perfectly even.
- Residue builds slowly. To service, the feeder stops the turret and right clicks: the doors open for 4 seconds and residue is cleared. It costs one Cleaning Brush and one Cleaning Solvent.
- Nobody but the feeder is required. With no sorter, tablets go straight through unsorted, defects and all. When a sorter is on and the tray fills, the turret stops; once the sorter clears the tray, the feeder starts it again. With no packer, kept tablets come out loose.
- A crew member who wanders more than 6 metres away gives up their place. When the feeder leaves, or presses ENTER, the run ends: tablets left on the tray go through as sorted so far (any the sorter clicked out become rejects, the rest are kept), the kept tablets become one batch, and everything goes to the feeder. Blends the turret hasn't started on are handed back; the one it was pressing from is used up. If the feeder disconnected, or has no room, the output waits at the press: the feeder collects it by choosing Work the Rotary Press again. The player who placed the press can collect it too.
- XP goes to whoever did the work: 6 to the feeder for each blend the turret uses up, 4 to the sorter for each full tray's worth (24 tablets) sorted, and 1 to the packer per bag.
Dust
Milling, pressing (while tablets are being struck, or the capsule board is being filled; not while sorting or scrubbing a die) and working the rotary press put powder in the air.
- Working a dusty stage builds exposure, 1.2 per second. It clears at 2.5 per second when you stop.
- A placed Dust Collector within 4 metres stops exposure from building at all.
- A Dust Mask blocks 85% of it. Use the mask item to put it on or take it off, with a hands-to-face animation. While it's on, everyone nearby sees it on your face. It shows on the dust HUD, and it comes off if the mask leaves your inventory (checked only while dust is switched on). Your own mask is hidden in first person so it doesn't block the view.
- From 20 exposure the screen hazes. From 55 the character coughs.
- Dust does no damage by default. If you turn damage on, coughing never takes a player below 101 health.
Mystery Powder and Reagent Testing
Reagent Test Kit
Anyone can carry a Reagent Test Kit: a buyer checking what they were sold, a cook checking a powder, an officer checking a seizure. Use it and pick what to test: any pills you carry (by batch), a blend, milled powder, or a raw active. The character kneels, and a vial changes colour. Each test uses one of the kit's 5 tests. The kit's description shows how many are left, and it's used up after the last one.
A reagent test tells you what class of drug something is, never how strong it is.
| Result | Class |
|---|---|
| Black | MDMA |
| Orange | Amphetamine |
| Purple | Opioid |
| Blue | Fentanyl ("Dangerous in any amount") |
| No change | Nothing the kit reacts to (benzos, cutting agents) |
Blends and pills test as their product line: party pills and capsules as MDMA, NOVA Bars as a benzo (no change), VELA Blues and AXIA Percs as an opioid. Raw or milled powder that isn't a line yet tests as its active: Party Powder as MDMA, Pharma Bottles as an opioid.
Mystery Powder
Mystery Powder is an active whose real identity only the server knows. It's used for AURA Capsules (level 7), because that's the only product line that takes it.
- Each lot is rolled once, when it's first tested or milled: 45% MDMA, 25% cutting agent, 15% amphetamine, 15% fentanyl.
- The class changes how strong it really is. A cutting agent is half strength. Amphetamine is 1.25 times as strong and carries 1.5 times the overdose risk. Fentanyl is 1.8 times as strong (so it presses hot) and carries 3 times the overdose risk.
- Test a stack before milling it. The tested stack remembers the result (the test menu shows it next to the item), and everything made from it stays that lot. Untested powder gets its identity when it's milled.
- Pills pressed from a mystery lot carry its real class, so a reagent test on the finished capsules shows it too.
Taking Pills and Overdoses
All five pills are usable, loose or packed. The effect starts a few seconds after taking one. How strong it is and how long it lasts depend on the batch's potency against its window: a batch in the middle of its window gives the listed length, a weak batch less, a strong one more (from a quarter up to 1.75 times). Taking another pill replaces the current effect.
| Line | Effect | Length (mid-window) | What it does |
|---|---|---|---|
| Party Pills, AURA Capsules | Euphoria | 4 minutes | Screen effect, faster sprint (1.12×), relieves 15 stress |
| NOVA Bars | Sedated | 5 minutes | Screen effect, drunk walk, relieves 30 stress |
| VELA Blues | Opioid | 5 minutes | Screen effect, restores 3 health every 5 seconds, relieves 10 stress |
| AXIA Percs | Opioid | 4 minutes | The same as VELA Blues |
Stress relief needs a framework with a stress system. QBCore and QBX have one; ESX doesn't, so on ESX that part does nothing.
Overdoses
A pill can overdose whoever takes it in two ways:
- A hot batch. Every point of potency over the window adds 3.5% chance, multiplied by the line (VELA Blues ×2.0, AXIA Percs ×1.2, Party Pills and AURA Capsules ×1.0, NOVA Bars ×0.8) and by a mystery lot's risk (amphetamine ×1.5, fentanyl ×3).
- Taking too many. Each pill beyond 3 within 10 minutes adds 12%, whatever the batch.
The chance never goes above 95%. As an example, VELA Blues 10 points over their window carry a 70% chance per pill.
An overdose hits about 20 seconds after taking the pill. About a third of overdoses are severe.
| Mild | Severe | |
|---|---|---|
| The character collapses for | 3 seconds | 8 seconds |
| Health lost | 15 | 150 |
With oxide-medical running (the medical resource o-link supports), the overdose is also recorded as a medical condition that EMS can see and treat, and that resource shows the symptoms. Without one, pills shows its own blurred, shaking screen.
When a branded party pill's own strength caused the overdose, the brand loses 25 reputation and the overdose counts on its Pill ID record. An overdose that came only from taking too many doesn't count against the brand.
Pills Breaking
Soft pills break. A player's pills lose tablets to three things:
- Crashes: a vehicle losing 9 m/s or more of speed at once in a collision. A drop of 30 m/s is a full-strength knock.
- Falls: landing after a fall of 3 metres or more. 12 metres is a full-strength knock.
- Time: every 20 minutes, batches with integrity under 55 crumble a little in the pocket. Sound batches aren't affected.
How many break depends on how hard the knock was, how weak the batch is, and how it's packed. Knocks less than 4 seconds apart count as one. Broken tablets aren't lost: they become Reject Tablets of that line, and the player is told how many broke. If there's no room for the rejects, the tablets stay whole instead.
What a full-strength crash breaks:
| Batch integrity | Loose | Baggie | Bottle | Blister |
|---|---|---|---|---|
| 40 | 28% | 21% | 11% | 1% |
| 60 | 15% | 11% | 6% | 1% |
| 80 | 5% | 4% | 2% | 0% |
The hardness tester shows these figures for a specific batch. Only pills a player is carrying are affected, not pills in stashes or vehicles.
Selling: Buyers and Brand Reputation
Street sales go through oxide-drugselling (2.0.0 or newer), which asks oxide-pills what each buyer will pay. See Installation. The pill's base price comes from oxide-drugselling; pills then multiplies it by what that particular buyer thinks of the batch.
Buyer types
Every NPC buyer is one of four types, fixed by their character model, so the same kind of person always wants the same thing. They never see numbers: the sell panel shows who they are and what they thought, like "Club kid — Likes the faces" or "Street user — Says they're weak".
| Buyer | Share of buyers | What they care about | Lines they like | Packing they like | A hot batch | Price range |
|---|---|---|---|---|---|---|
| Club kid | 35% | Imprint, finish, then consistency and potency | Party Pills ×1.2, AURA Capsules ×1.15, the pharma lines ×0.8 | Blister ×1.05, bottle ×0.95, loose ×0.9 | ×0.85 | 0.55–1.45 |
| Street user | 35% | Potency above all, then integrity and consistency | VELA Blues ×1.1, AXIA Percs ×1.05 | Doesn't care | ×1.25 | 0.6–1.35 |
| Pharma reseller | 15% | Imprint, finish, counterfeit match, consistency | VELA Blues and AXIA Percs ×1.25, NOVA Bars ×1.15, Party Pills and AURA Capsules ×0.6 | Blister ×1.35, bottle ×1.15, baggie ×0.85, loose ×0.75 | ×0.6 | 0.5–1.6 |
| Bulk mover | 15% | Integrity, consistency, potency | All the same | Blister ×1.1, baggie and bottle ×1.05, loose ×0.95 | ×0.9 | 0.7–1.2 |
The price range is what a worthless batch and a perfect one fetch before the line, packing and hot adjustments. For buyers who care about potency, a weak batch (under its potency window) loses value with every point it falls short.
The weights behind "what they care about" are set in Config.Buyers (file only): club kid imprint 35, finish 35, consistency 15, potency 15; street user potency 60, integrity 20, consistency 20; pharma reseller imprint 30, finish 25, match 30, consistency 15; bulk mover integrity 50, consistency 30, potency 20. See Configuration.
Brand reputation
Branded party pills carry their brand's reputation into every sale.
- Sales build it. Every branded pill sold through
oxide-drugsellingadds up to 0.5 reputation, more for a better batch. - Overdoses cost it: 25 each, when the batch itself was too strong.
- Police seizures cost it: 10 each time an officer logs that brand's pills as evidence (once per logging, however many stacks).
- Reputation runs from -100 to 1000. At 1000 a brand's pills sell for 25% more. Below zero they sell for less, down to 25% less at -100.
- In Pill ID, a brand reads as Unknown until it has sold anything, then Bad name (below -25), Shaky, Known (25+), Respected (150+) or Notorious (400+).
Level 10 players build their brand's reputation 25% faster.
The Pharma Delivery Run
A contact hands out delivery work to level 5+ players carrying blister-packed NOVA Bars, VELA Blues or AXIA Percs. The contact stands at one spot (by default 283.81, 30.70, 88.47; move them in /pills settings → Players → Selling → Pharma delivery run → Contact) and has no map blip, so let your players know where to find them.
Talk to the contact and choose Ask About Work. You need at least one stack of 10 blister-packed pharma tablets from the same batch.
You get 4 drops. Each one is marked on the map with a route.
When you get close, a buyer comes out. Choose Hand Over a Card: 10 tablets (one blister card) from your best-paying stack go to the buyer.
You're paid in cash, and the next drop appears. Call Off the Run at the contact ends it early.
- Pay is set per tablet (VELA Blues $60, AXIA Percs $45, NOVA Bars $35) and multiplied by what a pharma reseller thinks of the batch. For a sense of scale, a perfect VELA Blues batch pays $1,620 a drop, a batch the buyer rates at nothing about $500, and less again if it's hot.
- Laundering: each drop also washes up to $2,000 of dirty money into clean cash, at 55% to 90% depending on the quality of the batch. By default it uses the framework's own dirty money: marked bills on QBCore (the worth stored on each bill, with change handed back as a new bill),
black_moneyitems on QBX, and theblack_moneyaccount on ESX. Servers that keep it some other way can change this (see Configuration). - Each drop pays 12 XP and counts toward the player's sold total.
- Each handoff can alert police, using the same police alert settings as the lab (see Police Alerts). It has its own per-stage chance, Delivery handoff, and its own wording ("Suspicious Handoff"). With the default settings, alerts are off.
- The run has a 25-minute time limit. When it runs out the run ends with "Too slow. The run is off." The run also ends if you run out of cards.
- After a run ends, for any reason (including disconnecting or switching character partway through), that character waits 15 minutes before the contact has more work.
- A card can only be handed over once you've had time to drive to the drop. Reach it faster than any vehicle could (for example by teleporting while testing) and the handoff is refused with "The buyer isn't here yet. Try again in N seconds."
- With
oxide-gangsrunning, delivery drops are reported as drug sales and a territory's price modifier multiplies the pay (see Gang Territory).
Pill ID and Police Evidence
Pill ID is a pill identification database, RxTrace, laid out like a pharmacy reference. With oxide-tablet running it's an app on the tablet; without it, /pills pillid opens it in its own window. Anyone can use it.
- Search by brand name, symbol or imprint (for example "30"), or leave the search empty to see everything (up to 25 brands at a time). Filter to Street brands or Pharma imprints.
- Each result is a card with a picture of the pill:
- Street brands show the symbol imprint, the form, an Unregistered badge, the reputation tier, the seizure and adverse-event (overdose) counts, and the area where it was last seized.
- Pharma imprints (NOVA Bars, VELA Blues, AXIA Percs) show the imprint the fakes copy, the drug class, and how often unbranded pills of that line have been seized, with a Counterfeits reported badge once any have been.
- Seizure locations are only shown as an area (the position is rounded to about 25 metres), never an exact spot.
- It never shows who is behind a brand.
Logging evidence
On-duty officers (jobs police and sheriff by default) get a Log the pills I'm carrying button in Pill ID. Every stack of pills the officer carries is recorded against its batch and brand, with the location. Stacks already logged are skipped. Each brand in the logging counts one seizure and loses 10 reputation, however many stacks of it there were. By default the pills stay in the officer's inventory, marked as evidence; you can have them removed instead.
Press serial trail (off by default)
Turn on the serial trail and every press placed from then on (crank, electric, rotary and the capsule filling board) gets a serial number. Batches pressed on it carry the serial, and logging evidence shows it. With Show who placed the press also on, evidence names the character who placed that press. Presses placed before you turned it on have no serial.
Progression
Every stage earns pill XP:
| Activity | XP |
|---|---|
| Mill a powder | 6 |
| Mix a blend | 10 |
| Press a run | 14 |
| Clean a die | 3 |
| Sort a tray | 8 |
| Pack pills (once per bagging visit, or each time you confirm bottles or blister cards) | 6 |
| Cut a die | 4 |
| Granulate a blend | 6 |
| Tumble blends | 6 |
| Run the ball mill | 6 |
| Coat a batch | 8 |
| Rotary: a blend used up (feeder) / a full tray sorted (sorter) / a bag packed (packer) | 6 / 4 / 1 |
| Pharma delivery drop | 12 |
Street sale through oxide-drugselling | 3 per pill (set in oxide-drugselling) |
A full loop (mill, blend, press, sort, pack) is 44 XP. Inspecting and hardness testing pay nothing on purpose: they already cost tablets and buy information.
Levels run 1–10 (11,000 XP to max):
| Level | Total XP | Unlocks |
|---|---|---|
| 1 | 0 | Workbench, Crank Press, Stand Mixer, Reject Bin, Dust Collector, Mortar, Party Pills, baggies |
| 2 | 100 | Blade Grinder |
| 3 | 300 | Light Box, Die Engraver, NOVA Bars; readings show exact numbers |
| 4 | 650 | Brands |
| 5 | 1,200 | Electric Press, Label Printer and bottles, VELA Blues, AXIA Percs, the delivery run |
| 6 | 2,000 | Hardness Tester, Drum Tumbler, granulating; the press names each tablet's defect; fuller light-box readings |
| 7 | 3,200 | Capsule Filling Board, Ball Mill, Pan Coater, AURA Capsules |
| 8 | 5,000 | Blister Sealer and blister cards |
| 9 | 7,500 | Rotary Press |
| 10 | 11,000 | Die sets wear 40% slower; brand reputation builds 25% faster |
/pills stats shows a player's level, XP, pills made and sold, and what's coming up next.
Progression is saved per character in the shared drugs_progression table. If you run other Oxide drug resources (oxide-weed, oxide-meth, oxide-cocaine), each drug tracks its own level in the same table.
Placement Zones
You control where players may place stations, and which way round it works:
- Blocked areas: stations can go anywhere except the areas you draw (around hospitals or spawn points, for example).
- Allowed areas only: stations can only go inside the areas you draw.
- Off: no restriction.
Both lists are kept separately, so you can draw one of each and switch between them without losing any shapes. They ship empty with Blocked areas selected, so nothing is restricted until you draw something. Zones apply to workbenches and floor machines; benchtop machines go wherever their workbench is. Draw zones from /pills settings → Core → Placement Zones, right in the world.
Item Usage Whitelist
You can restrict individual items to particular jobs or gangs: the rotary press to one crew, the reagent kit to police, 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 without a rule stay usable by everyone. To limit an item to gangs only, see the note in Configuration: a rule with an empty job list lets every job through.
The whitelist covers every item that's used from the inventory: all station items, the mortar, the sieve, the dust mask, the reagent kit, the Pressing Manual, and every pill, loose or packed (taking them). A rule matches one exact item name, so to restrict a line you need a rule for the loose pill and one for each of its packed items. Rules are under Core → Usage Whitelist in /pills settings (Advanced tab) and apply as soon as you save.
Police Alerts
Production can carry a risk of being reported. When a player starts a stage, the server rolls a chance that police get a dispatch call at the station's location. Each stage has its own chance, so you can make the press the dangerous part and leave packing quiet.
The stages that roll are: milling, blending, starting a press run (the capsule board included, under the press chance), bagging, bottling, blistering, granulating, tumbling, the ball mill, coating, the rotary press, and delivery run handoffs. Engraving, inspecting, hardness testing, cleaning, collecting a tray and reagent tests never alert.
A lab alert comes from the station's saved position, so the player can't suppress or move it. Each station alerts at most once per cooldown (5 minutes by default), so one lab can't create a stream of calls. The default message doesn't name the drug. A delivery handoff alerts at the doorstep, with its own wording ("Suspicious Handoff"), and its cooldown is per player. Alerts ship switched off. Alerts go into any dispatch resource o-link supports, including oxide-dispatch. See Configuration.
Gang Territory
With oxide-gangs running, a gang territory's modifiers apply to labs and drops inside it:
- Growth speeds up the machines that run themselves: the drum tumbler, ball mill and pan coater.
- Yield multiplies the ball mill's output and the number of tablets the rotary press gets from each blend.
- Price multiplies delivery run pay.
- Delivery drops are reported to
oxide-gangsas drug sales.
Without oxide-gangs, all of these stay at normal.
Next Steps
- Configuration: every setting explained
- Admin: test and admin commands
- API Reference: integration reference for developers
Configuration
Every oxide-pills setting — how database-backed settings and the /pills settings menu work, which values live only in the config files, and each setting's menu location and default.
Admin Guide
The /pills command — the live settings editor, the lab kit, setting levels, the tray test, player commands, Machine Test debug mode, police alerts and permissions.