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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.

11 drug families 35 player commands Federal-level crime ~25 min read
Pick your pipeline

Sub-systems

8 tutorials

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.

5 commands ~3h end-to-end Entry level

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.

2 commands Minigame Needs dried weed

Edibles

Infuse butter with 4× dried weed, then bake brownies. Output: 6 brownies per batch. No addiction, no overdose, the safest way to consume.

2 commands Zero OD risk $30/g

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.

6 commands 3–4h pipeline No addiction

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.

8 cook commands Minigame heavy Faction tier

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.

2 commands Dealer skill Test before you use

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.

5 commands Death possible /detox $1,500

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.

2 commands No NPC vendors Fully audited
Reference

Baseline prices

per gram
P

Per-gram baseline values (premium quality)

Market shifts

These 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.

DrugBaselineAddictionOD risk
Cannabis (weed_packaged)$25/gLowNone
Hash$45/gLowNone
Edibles (brownies)$30/gNoneNone
Mushrooms$55/gNoneNone
MDMA$90/gLowLow
Cocaine$120/gModerateModerate
Crack$60/gHighHigh
Meth$100/gHighHigh
Heroin$150/gSevereSevere
Fentanyl$250/gSevereLethal at 1 dose
LSD (blotter)$800/gLowLow
DMT$600/gLowLow
Quick reference

Every drug command

35 commands
C

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.

CommandDoes
/placesetup small|medium|largeDrop a hydroponic grow setup in your property (2/4/6 plant slots)
/pickupsetupTake the setup back to your inventory
/plantseedPlant a cannabis seed in the nearest empty slot
/waterplantsTop 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)
/dryweedHang trimmed buds on a drying rack
/checkdryCheck & collect from drying rack (ready after 30 min, overdry after 90)
/curejarSeal dried weed in a cure jar
/openjarOpen the jar → weed_packaged (2h cure = +1 quality tier)
/presskiefSift 5× dried → 1 kief (minigame)
/presshashPress 3× kief → 1 hash (minigame)
/makebutter4× dried + butter → cannabis butter (minigame)
/bakeedibleButter + flour + eggs → 6 brownies (minigame)
/sterilizejarPressure-cook grain jar → sterile substrate (minigame)
/inoculateInject spores → inoculated substrate (minigame)
/checkcakeCheck colonisation; ready 1h after inoculation
/mistcakeMist the cake (5-min debounce), prevents contamination
/harvestflushHarvest a flush of fresh mushrooms (up to 3 per cake)
/drymushroomsDry fresh mushrooms for 30 minutes → ~5× dried
/cookcocaineRun next cocaine production stage at your lab
/cookcrackCook crack from packaged cocaine + baking soda
/cookmethRun next meth production stage
/cookheroinRun next heroin production stage
/cookmdmaRun next MDMA production stage
/cooklsdRun next LSD production stage
/cookdmtRun next DMT production stage
/cookfentanylRun 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
/weighWeigh 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
/relationshipsShow your last 20 drug trade partners
/detoxMedical detox at Pillbox Hill ($1,500), clears your addiction record
/naloxoneAdminister naloxone to a nearby opioid-OD victim