The drug economy, from seed to street.
Roleplay Project ships a deep illicit-economy system: you can grow cannabis indoors with strain genetics, cultivate psilocybin mushrooms across a multi-stage lifecycle, run faction-scale synthetic labs producing everything from cocaine to fentanyl, and trade it all to other characters through a proximity-based sale system. All sales are player-to-player, no NPC fences. Quality, purity, tolerance, and overdose all matter.
Sub-systems
Cannabis Cultivation
Place a hydroponic setup in your property, plant seeds, water on a 10-minute tick, harvest in ~60 minutes. Then trim, dry on a rack for 30–90 minutes, and cure in a jar for 2 hours to push quality up by a tier.
Hash & Kief
Concentrate cannabis into kief (5:1 ratio) and press kief into hash (3:1). Both are minigame-gated and inherit quality from your dried weed. Hash sells for $45/g baseline.
Edibles
Infuse butter with 4× dried weed, then bake brownies. Output: 6 brownies per batch. No addiction, no overdose, the safest way to consume.
Psilocybin Mushrooms
Six stages: sterilise grain jar, inoculate with spores, wait 1 hour to colonise, mist regularly, then harvest up to 3 flushes per cake (36 mushrooms total). Dries to ~5x mushrooms per fresh.
Synthetic Labs
Faction-owned labs cook cocaine, heroin, meth, MDMA, LSD, DMT, fentanyl, and crack. Lab tier (1–3) caps your output quality and grams per batch. Each drug has its own 2–4 stage recipe.
Cutting & Purity
Bulk up gram weight with cutting agents at the cost of one quality tier. Buyers can torch a marquis or mecke kit to spot the cut, especially critical for fentanyl-laced heroin, which is silent and lethal.
Consumption & Overdose
Roll joints, snort lines, inject syringes, every drug has a screen tint, speed modifier, and tolerance curve. Push past your lethal dose and you OD. Naloxone reverses opioid ODs; /detox at Pillbox clears addiction.
Selling (Player-to-Player)
Stand within 15 metres of your buyer, agree a price, and /sell. Atomic transfer of cash + grams, either both move or neither does. Every sale is logged for the audit trail and viewable via /relationships.
Baseline prices
Per-gram baseline values (premium quality)
Market shiftsThese are the system-side baseline values used for tax, fines, and item descriptions. Actual street price is whatever you and the buyer agree on, markets shift with supply, faction conflict, and how badly someone needs a fix. Quality below premium scales these down proportionally.
| Drug | Baseline | Addiction | OD risk |
|---|---|---|---|
| Cannabis (weed_packaged) | $25/g | Low | None |
| Hash | $45/g | Low | None |
| Edibles (brownies) | $30/g | None | None |
| Mushrooms | $55/g | None | None |
| MDMA | $90/g | Low | Low |
| Cocaine | $120/g | Moderate | Moderate |
| Crack | $60/g | High | High |
| Meth | $100/g | High | High |
| Heroin | $150/g | Severe | Severe |
| Fentanyl | $250/g | Severe | Lethal at 1 dose |
| LSD (blotter) | $800/g | Low | Low |
| DMT | $600/g | Low | Low |
Every drug command
Cheat sheet
Full syntax, what each command consumes, and what it gives back, one line each. Each command's full mechanics, minigame description and timing live on its system page.
| Command | Does |
|---|---|
/placesetup small|medium|large | Drop a hydroponic grow setup in your property (2/4/6 plant slots) |
/pickupsetup | Take the setup back to your inventory |
/plantseed | Plant a cannabis seed in the nearest empty slot |
/waterplants | Top up all plants in nearby setup (uses nutrients if held, for +1 quality/tick) |
/harvest <plantId> | Pick a ready plant for 2–4 wet_buds (scales with quality) |
/trimweed [leafCount] | Trim wet buds → trimmed buds (minigame) |
/dryweed | Hang trimmed buds on a drying rack |
/checkdry | Check & collect from drying rack (ready after 30 min, overdry after 90) |
/curejar | Seal dried weed in a cure jar |
/openjar | Open the jar → weed_packaged (2h cure = +1 quality tier) |
/presskief | Sift 5× dried → 1 kief (minigame) |
/presshash | Press 3× kief → 1 hash (minigame) |
/makebutter | 4× dried + butter → cannabis butter (minigame) |
/bakeedible | Butter + flour + eggs → 6 brownies (minigame) |
/sterilizejar | Pressure-cook grain jar → sterile substrate (minigame) |
/inoculate | Inject spores → inoculated substrate (minigame) |
/checkcake | Check colonisation; ready 1h after inoculation |
/mistcake | Mist the cake (5-min debounce), prevents contamination |
/harvestflush | Harvest a flush of fresh mushrooms (up to 3 per cake) |
/drymushrooms | Dry fresh mushrooms for 30 minutes → ~5× dried |
/cookcocaine | Run next cocaine production stage at your lab |
/cookcrack | Cook crack from packaged cocaine + baking soda |
/cookmeth | Run next meth production stage |
/cookheroin | Run next heroin production stage |
/cookmdma | Run next MDMA production stage |
/cooklsd | Run next LSD production stage |
/cookdmt | Run next DMT production stage |
/cookfentanyl | Run next fentanyl production stage |
/cut <item> <agent> <grams> | Stretch grams with a cutting agent (−1 quality tier) |
/testdrug <item> <kit> | Burn a marquis/mecke/fentanyl kit to identify cuts & quality |
/weigh | Weigh the bag in your hand (need scale) |
/bag <item> <grams> | Portion exact grams off a bag |
/sell <target> <item> <grams> <price> | Sell to a nearby player; atomic cash + gram transfer |
/relationships | Show your last 20 drug trade partners |
/detox | Medical detox at Pillbox Hill ($1,500), clears your addiction record |
/naloxone | Administer naloxone to a nearby opioid-OD victim |
What the law says
Possession, intent to supply, and production are all serious crimes
FelonyEvery drug listed on this wiki is a controlled substance in San Andreas. LSPD and SAHP can arrest on possession alone, and the MDC charge sheet escalates for intent to supply (typically >10 grams) and production. Lab busts trigger faction-level investigations; expect long IC sentences and asset seizure.
OOC: don't powergame drug dealing
Roleplay firstThe mechanics let you cook a kilo and sell it in fifteen minutes. The roleplay doesn't. Slow it down. Establish supply chains. Build the social network. The most successful dealers on Roleplay Project lose money some weeks because they spent the night dealing with a robbery or a rival crew, that's the game.