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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


Installation

  1. Download from your cfx portal and place inside your resources folder

  2. Download glitch-minigames and place inside your resources folder

  3. Import the SQL file into your database

mysql -u root -p your_database < core_drugs.sql
  1. Add the resource to your server.cfg
ensure glitch-minigames
ensure core-drugs
  1. Configure the resource to match your server — see Configuration

  2. Restart your server or run refresh then ensure glitch-minigames ensure core-drugs in 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