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Synthetic labs: eight drugs, one workflow.

Labs are faction-tier infrastructure for cooking cocaine, heroin, meth, MDMA, LSD, DMT, fentanyl, and crack. Each lab has a level (1–3) that caps both the output quality ceiling and the grams produced per batch. Each drug runs through 2–4 cook stages with its own minigame. There's an hourly production cap per lab to keep cooks pacing.

8 cook commands Minigame per stage Faction infrastructure
Setup

How labs work

L1

Three things define a lab

Type, general / meth / weed / cocaine / heroin / mdma. Determines the 3D objects placed in the room and which drug categories the lab can cook.

Level, 1, 2, or 3. Controls how good your output can be and how much you can make in one batch.

Equipment, each cook stage requires specific equipment (grow tent, chemical set, lab glassware, press, pill press). Equipment lives inside the lab and has condition that degrades with use.

Lab levelMax qualityGrams / batch (typical)
Level 1Bad~250g
Level 2Medium~500g
Level 3Good~750g
L2

Hourly production cap

Pace yourself

Each lab tracks producedThisHour in grams. Once it hits the cap (typically 10 units, though tuned per lab), no more cooks will succeed until the hour rolls over. Encourages spreading runs across the day instead of one massive marathon.

L3

Minigame failure = lost inputs

Soft fail

If you bomb the minigame, the input ingredients are still consumed but the stage produces nothing. The lab cools down, you re-stock, you try again. Skill matters.

Recipe

Cocaine, 4 stages

/cookcocaine
C1

Run /cookcocaine at each stage

1
Grow coca leaves

Input: 1× coca_seed. Equipment: grow tent. Output: 3× coca_leaf. No minigame, instant once the seed is in the tent.

2
Extract cocaine paste, Mix minigame

Input: 3× coca_leaf. Equipment: chemical set. Output: 1× cocaine_paste.

3
Refine to powder, Crystal minigame

Input: 1× cocaine_paste. Equipment: chemical set. Output: 1× cocaine_powder (grams scaled by lab level: ~250 / 500 / 750).

4
Package, Package minigame

Input: 2× cocaine_powder. Equipment: press. Output: 1× cocaine_packaged. Sellable form.

Recipe

Crack, 1 stage

/cookcrack
CR1

Cocaine + baking soda → crack rock

High addiction

Input: 1× cocaine_packaged + 1× baking_soda. Heat minigame. Output: 1× crack_rock. Baseline price $60/g. Tolerance-per-dose +12. Lethal-dose baseline 3 doses (you OD fast). Severity 0.75, withdrawal kicks in at 6 hours.

Recipe

Meth, 3 stages

/cookmeth
M1

Fast pipeline, the high-margin grind

1
Cook, Heat minigame

Input: 1× pseudoephedrine + 1× chemical_solvent. Output: 1× meth_raw.

2
Crystallise, Crystal minigame

Input: 1× meth_raw. Output: 1× meth_crystal.

3
Package, Package minigame

Input: 2× meth_crystal. Output: 1× meth_packaged. Baseline $100/g. Lethal-dose 4. Tolerance +14, severity 0.85, this kills people.

Recipe

Heroin, 4 stages

/cookheroin
H1

Poppy → morphine → heroin → package

Severe addiction
1
Grow, grow tent (no minigame)

Input: 1× opium_seed. Output: 2× opium_poppy.

2
Extract, Mix minigame

Input: 2× opium_poppy. Equipment: chemical set. Output: 1× morphine_base.

3
Refine, Heat minigame

Input: 1× morphine_base. Output: 1× heroin_powder.

4
Package, Package minigame

Input: 2× heroin_powder. Equipment: press. Output: 1× heroin_packaged. Baseline $150/g. Lethal-dose 2. Tolerance +18, severity 0.95, the worst withdrawal in the game.

Recipe

MDMA, 3 stages

/cookmdma
D1

Synth, crystallise, press into pills

1
Synth, Mix minigame

Input: 1× safrole + 1× chemical_reagent. Equipment: lab glassware. Output: 1× mdma_raw.

2
Crystallise, Crystal minigame

Input: 1× mdma_raw. Output: 1× mdma_crystal.

3
Press, Press minigame

Input: 1× mdma_crystal. Equipment: pill press. Output: 5–10× mdma_pills. Baseline $90/g. Lethal-dose 6.

Recipe

LSD, 2 stages

/cooklsd
LS1

Highest per-gram value in the game

1
Synth, Mix minigame

Input: 1× ergotamine + 1× chemical_reagent. Output: 1× lsd_liquid.

2
Blot, Package minigame

Input: 1× lsd_liquid. Output: 25× lsd_blotter. Baseline $800/g, almost an order of magnitude above hash. The catch: tiny doses, so customer-base churn is slow.

Recipe

DMT, 3 stages

/cookdmt
DM1

Bark → extract → wash → crystal

1
Extract, Mix minigame

Input: 4× mimosa_bark + 1× chemical_solvent. Output: 1× dmt_extract.

2
Acetone wash, AcetoneWash minigame

Input: 1× dmt_extract + 1× chemical_reagent. Output: 1× dmt_crude.

3
Crystallise, Crystal minigame

Input: 1× dmt_crude. Output: 1× dmt_crystal. Baseline $600/g.

Recipe, danger

Fentanyl, 2 stages

/cookfentanyl
F1

Lethal at 1 dose

One-dose lethal
1
Synth, Mix minigame

Input: 2× chemical_reagent + 1× chemical_solvent. Output: 1× fentanyl_raw.

2
Crystallise, Crystal minigame

Input: 1× fentanyl_raw. Output: 1× fentanyl_packaged. Baseline $250/g. Lethal dose baseline: 1. Tolerance +22, severity 1.0. A single dose to a non-tolerant character kills them, and only naloxone administered fast enough by a nearby player can reverse it.

Reminder: cutting heroin with fentanyl to stretch grams is a known dealer move. Buyers who don't burn a fentanyl_test_strip before injecting routinely die. If you're selling cut product, expect serious IC consequences if it leads to deaths.