
Labs players build on a grid, with power, water and climate, where they grow and cook weed, mushrooms, cocaine, crack, meth and ecstasy, then sell it on the street.
Electus Drugs is a complete drug system for FiveM servers. Players build their own labs on a grid in a basement, a warehouse, a facility, an MLO or a tent on open ground, wire up power, water and air, then grow and cook six drugs at hands-on stations. How well a lab is built and run decides the quality of what comes out. Labs run on the server and keep working with nobody inside, a busy lab draws heat and police raids, and the product sells on the street through a haggling dialog.
Place walls, pipes, cables, lights and stations from a palette in a free build camera. Drag to lay a whole run of pipe or wall at once. The overlay shows what is watered, lit and connected before you commit, and undo takes back the last move.
Three lab sizes, each behind a street door. Admins place the lab and hand it to a player, and the owner adds the crew from the lab's terminal.
Admins can create a lab grid inside an MLO or on open ground, so a lab can live in an interior your server already has.
Players can start without an admin. A 2.5 x 2.5 m gazebo or an 8 x 5 m frame tent pitched on flat open ground becomes their own lab, run on a generator and water cans.
Split a lab into rooms with OSB, drywall or insulated walls, doorways, vent walls and an insulated ceiling. Every closed room keeps its own temperature and humidity, and better walls hold it longer.
Run cables from the wall box to every light, fan and station, with wall switches and 24-hour timers. Go over the 3,600 W breaker and it trips. The lab gets an electricity bill, and an unpaid bill cuts the supply.
Fill 50, 200 or 500 litre tanks from the wall hose and pipe them to beds and the extraction vat. Valves cut a line, every planter on a tank shares its water, and an open pipe end leaks until you cap it.
An extractor and floor, drum and huge fans move the air. Heaters, humidifiers, dehumidifiers and a thermostat hold each room in range: weed wants 20 to 28 °C at 40 to 65% humidity, mushrooms 18 to 26 °C at 80% or more.
One screen on the wall shows plants, water, lighting timers, drying racks, airflow, climate, power and the bill, the crew, door security and skills. Every switch on it is a request the server checks.
Grow monitors, touch-screen bed monitors, thermostats and station panels sit on the props in the room and show the lab's live readings.
Plant a seed and grow it through four stages. Clean the fan leaves so it keeps growing, then cut the bud branches one by one. LED light grows it 25% faster, and UV light wins back quality lost to dry soil or bad air.
Four strains: OG Kush, Sour Diesel, Purple Haze and White Widow. Collect pollen from a male and cross it onto a female. OG Kush with Sour Diesel can give Purple Haze seeds, and OG Kush with Purple Haze can give White Widow.
Dry soil, missing light, leaves left on and the wrong air each cost quality. Leave a plant long enough and it wilts, then dies.
Hang branches on a drying rack, or in a drying cabinet that holds its humidity. Trim, grind, bag and roll joints at the processing table, worked with the mouse wheel.
Mushroom beds need wet substrate and moving air. The bed monitor says when they are ready to pick. Dry them on tray racks and bag them at the table.
Grow coca bushes and pick their leaf clusters, which grow back. Dry the leaves, soak them with gasoline in the extraction vat and stir. Without enough airflow the fumes cost purity. Refine the paste on the chem heater between 70 and 90 °C, then cut and bag it.
Cook cocaine base with an activator on the chem heater, turn the heat down until it sets into a cake, break the cake into rocks with a hammer and smoke them from a glass stem.
Measure acetone, ammonia and iodine into a flask, blend the base in the cooker at 110 to 130 °C, add the acid, then pour, freeze and smash it into shards. Overheat it and the batch catches fire; push it further and the cooker explodes. Fumes collect in the lab until the ventilation clears them.
Cook and crash out a crystal base, grind it in a mortar, tumble it with binder and an additive, and press it into pills with a lever press. The additive picks the pill: Classic, Rush, Mellow, Trippy or Turbo, each with its own colour and effect. Five dies stamp the pill face.
What passes between stations is a real inventory item, and its quality follows the batch to the bag. Show a finished product's quality as a percentage, as a bigger or smaller amount, or as Low, Regular and High items.
Every character has a skill for each drug, from Novice to Master. Finished lab steps earn XP, and a higher level adds quality.
Each drug has a hardcover cookbook that players open in both hands and page through. Its numbers are read from your lab settings, so it stays right when you change a recipe. Switch a book to scribbled notes with rough clues, and hand out the detailed edition as loot.
Place shopkeepers anywhere from the admin panel. Out of the box they sell every seed, supply and piece of lab equipment players need.
Walk up to anyone on foot and offer drugs. Five kinds of buyer haggle over the price, can call the police or grab a bag and run. Prices follow quality, local demand and the time of night. The server makes every roll, price and counter-offer.
A working lab warms up, and at full heat the police get an anonymous tip. On-duty officers breach the door, seal the lab and search it, seizing plants, cooks, stored drugs and a share of the equipment.
Fit a door keypad with a code, a door camera that counts who is outside, and a reinforced door that takes police twice as long to breach.
Roll a joint and smoke it, heat meth in a glass pipe or crack in a stem, eat mushrooms or take a pill. Each drug has its own high, from a colour pulse and a sway to a full trip.
Use builds addiction per substance. Cravings start at 25%, withdrawal comes in waves from 50%, and highs get shorter as tolerance grows. It wears off over time, offline too.
Plants grow, racks dry, rooms heat and cool, and timers switch on the game clock while nobody is there. Time the server was down is caught up on start, and a lab nobody has entered for 72 hours pauses.
Every action is a request the server checks, and items move only on the server. A lab's save waits for the players' inventories, so after a crash the lab and the items come back to the same moment.
Edit recipes, timers, quality rules, effects, addiction, skills, raids and shops in game without a restart. Create labs, set owners, follow every lab on the Live lab page and pick Easy, Default or Hardcore.
With Electus Gangs installed, every street sale gives the seller's gang its reputation, XP, zone progress and war points.
Exports to sell other resources' drugs in the street-deal dialog and to read, set or treat addiction, plus server events after every street sale and withdrawal wave.
Import electus_drugs.sql, add the items to your inventory and ensure the resources in this order: oxmysql, electus_core, your inventory, your target resource, electus_drugs.
Open /drugsadmin, place shopkeepers where players should buy supplies, and create labs behind street doors or as lab grids. Pick each lab's owner.
The owner adds members on the lab terminal's CREW tab. Members walk in through the door, and visitors can use the keypad code.
Buy equipment at a supply shop and place it in build mode. Cable it to power and pipe it to water.
Work each station from its own camera view with the mouse. Harvesting, picking and collecting hand you the item, and the next station uses it.
Target anyone on foot and choose Offer drugs.
Staff use /drugsadmin to open the admin panel.
Requires electus_core, oxmysql and OneSync.
Supports ESX, QB-Core and Qbox, detected on start.
ox_inventory (recommended), qb-inventory, qs-inventory, tgiann-inventory or ESX's own. Product quality, seeds and pill colours need an inventory with item metadata: ox, qb, qs or tgiann.
Supports ox_target, qtarget and qb-target.
Includes a ready-made ox_inventory item list and a 512 px icon for every item, rendered from its in-game prop.
Admin access is controlled through framework admin groups and the electus_drugs.admin.view, edit and manage ACE permissions.
All text is translatable through locale files.
https://docs.electus-scripts.com/docs/drugs
All scripts come with free support through Discord.