Core-Forge Drugs
A full criminal economy system for FiveM — from sourcing raw precursors, through lab synthesis or street-level crafting, to running the streets and building your rep.
Table of Contents
About
Core-Forge Drug Empire is a config-driven multi-drug economy framework built for QBCore, ESX, and QBox. It combines a precursor supply chain, multi-step lab synthesis, street-level crafting, plant gathering, and a full rep/XP progression system into a single resource.
Add a completely new drug with unique steps, locations, animations, and props in 30 minutes or less — no scripting required.
Requirements
- ox_inventory
- ox_lib
- ox_target
- QBCore / ESX / QBox
Installation
-
Download from your cfx portal and place inside your
resourcesfolder -
Download glitch-minigames and place inside your
resourcesfolder -
Import the SQL file into your database
mysql -u root -p your_database < core_drugs.sql
- Add the resource to your
server.cfg
ensure glitch-minigames
ensure core-drugs
-
Configure the resource to match your server — see Configuration
-
Restart your server or run
refreshthenensure glitch-minigamesensure core-drugsin the console
Configuration
All configuration lives in config/. No scripting required to add or modify drugs.
Adding a New Drug
Define a new entry in Config.ProcessingSteps or Config.LabTargets depending on the drug type:
Config.ProcessingSteps = {
YourDrug = {
[1] = {
Zones = { vec3(0.0, 0.0, 0.0) },
Ingredients = { your_item = 2 },
OutputItem = 'your_output_item',
OutputAmount = 1,
Duration = 10000,
Anim = { dict = 'your_dict', name = 'your_clip' },
progressText = "Processing..."
}
}
}
Lab Fail Settings
Config.LabFail = {
Explosion = true,
ExplosionChance = 40,
ExplosionDamage = { min = 40, max = 190 },
RagdollTime = 6000,
LabFailCooldown = 10000
}
Lab Minigame Settings
Lab minigames are optional and can be turned off or use any minigame pack for fivem. Script is preconfigured to use glitch-minigames https://github.com/Gl1tchStudios/glitch-minigames
--/editable/client/minigames.lua
-- This is what it's already preconfigured to use.
--minigamePrecursor
RegisterNetEvent("rs-drugs:client:minigamePrecursor", function(drugName, stepIndex)
local success = exports['glitch-minigames']:StartAimTestGame(15000, 5, 1500, 60, true, 2, 0)
-- Parameters: timeLimit, targetsToHit, targetLifetime, targetSize, shrinkTarget, maxMisses, timePenalty
-- Defaults: 30000, 10, 1500, 60, true, 5, 0
if success then
notifySuccess()
TriggerEvent("rs-drugs:client:minigamePrecursorPart2", drugName, stepIndex)
else
notifyFail()
if Config.LabFail.Explosion == true then
TriggerServerEvent("rs-drugs:server:resolveLabFail", drugName, stepIndex)
end
end
end)
RegisterNetEvent("rs-drugs:client:minigamePrecursorPart2", function(drugName, stepIndex)
Wait(100)
local success = exports['glitch-minigames']:StartBalanceGame(10000, 8, 12, 18, 20, 2, 1000)
-- Parameters: timeLimit, driftSpeed, sensitivity, greenZoneWidth, yellowZoneWidth, driftRandomness, maxDangerTime
-- Defaults: 10000, 3, 8, 30, 25, 2, 1000
if success then
notifySuccess()
TriggerServerEvent("rs-drugs:server:attemptLabStep", drugName, stepIndex)
else
notifyFail()
if Config.LabFail.Explosion == true then
TriggerServerEvent("rs-drugs:server:resolveLabFail", drugName, stepIndex)
end
end
end)
Precursor Settings
Config.Precursor.Cost = 5000 -- Cost per shipment
Config.Precursor.Cooldown = 40 -- Minutes between requests
Config.Precursor.Amount = 50 -- Items per shipment
Features
Lab & Synthesis
- Multi-step lab synthesis with zone-based progression
- Unique lab locations per drug, per step
- Lab teleport system
- Hand props and world props per step
- Blotter select UI for tab-select drugs
- Lab fail system — explosion chance, damage range, ragdoll
- Reusable item support
Crafting & Processing
- Simple crafting for street-level drugs
- Simple processing for raw material conversion
- Mix and match lab vs crafting per drug
Gathering & Plants
- Simple item gathering zones
- Seed-based plant spawning — set a center zone and a seed, done
- Procedurally generated positions — same layout every restart
- All clients see identical plant positions
Precursor System
- NPC brokers at unique map locations
- Hot item flagging for precursor chemicals
- Cooldown between shipment requests
- Randomized drop locations per request
Street Economy & Rep
- Reputation tracked per drug per player
- XP earned per sale — XP is your rep
- Level progression stored in SQL
- Lifetime earnings tracked per player
- Fully persistent across restarts
Consumeable Framework
- Item-based consumeable effects
- Configurable health, armor, and buff effects per item
- Props and animations per consumeable
Included Drugs
| Drug | Type | Steps |
|---|---|---|
| Cocaine | Processing | 3 |
| Heroin | Processing | 2 |
| Fentanyl | Lab Synthesis | 4 |
| PCP | Lab Synthesis | 4 |
| LSD | Lab Synthesis (Tab Select) | 4 |
| 2CB | Lab Synthesis (Tab Select) | 4 |
| Ketamine | Processing | 2 |
| DMT | Processing | 2 |
| Mushroom | Processing | 1 |
| Peyote | Processing | 1 |
| Moonshine | Processing | 1 |
Support
- 💬 Discord: discord.gg/TBb4QKHQtm
- 🛒 Tebex: core-forge.tebex.io
- 📺 YouTube: youtube.com/@CoreForgeFivem
- 📁 GitHub: github.com/Core-Forge-5