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Campers and Mobile Labs

Let players buy a camper, convert it, and operate a mobile laboratory.
Mobile drug laboratory with camper interior and management interface

An owned camper combines a registered vehicle, conversion state, fixed interior workstation, storage and finances. Spawning the same model does not create that ownership record.

How mobile labs work

Players buy a drug camper, convert it, install equipment, and produce goods while parked.

A camper spawned by another script is not automatically a drug lab. Use the camper shop.

The Camper entry defines the vehicle, capacity, power and ownership rules. Its Drug Wars Lab interior is currently fixed. The Camper Shop entry defines where and how players buy it. Both entries must be configured and enabled.

Set up the camper shop

In /drugcreator, open Processing → Campers for the vehicle, then Market → Camper shops for its sale location.

The camper entry defines the vehicle and its mobile-lab limits. The shop sets the listing, price, and delivery point.

Current Drug Creator in Simple mode showing the Campers catalog

The Camper catalog shows every saved vehicle-lab definition. Open Camper to change its vehicle, limits, power, security and ownership rules.

For a first setup, keep the supplied Journey Camper (camper_journey) and its fixed Drug Wars Lab interior.

Verify the camper definition

Open Journey Camper. Check Vehicle, Interior, Capacity, Power, and Ownership and economy, then save any changes.

Place the shop and delivery area

Open camper_shop_docks. Under Positions, choose a reachable shop and a clear vehicle delivery area. The delivery point needs enough space for the configured camper model and must not overlap traffic or another interaction.

Configure the offer

Under Vehicle offers, select the camper definition, set its price and payment method, optional vehicle image, and personal or faction purchase rules. A shop can expose more than one camper offer.

Complete a purchase

Save and reopen the shop. Buy the camper as a normal player and confirm it appears at the delivery point.

The fresh default import supplies camper_shop_docks. Additional Sandy Shores or Paleto shops can exist in a larger catalog or on an already configured server, but they are not part of the fresh default allowlist. Each saved listing can have a different price, so check the actual shop offer when a camper's sale price differs from its definition.

Build a camper definition correctly

The camper definition is more than a vehicle model.

Editor sectionConfigure
GeneralStable ID, display name and enabled state
VehicleModel, image URL, plate prefix, maximum vehicles and occupants, entry door/distance, engine and parking requirements, restart restoration
InteriorFixed Drug Wars Lab interior and configurable facility tier
Access and robberyLock, lockpick, breach and robbery rules
CapacityEquipment slots, storage shelves, storage tier and equipment tier
PowerLegal or illegal power configuration and capacity
Ownership and economyPurchase price, accounts, resale percentage, private and faction purchase
The Creator deliberately does not offer an Interior Template selector or initially unlocked nodes for Campers. The server resolves every camper to drug_wars_lab; the Interior section only exposes the facility tier. Interior Templates belong to fixed Laboratories.
The camper ID selected in the shop offer must refer to the saved Camper entry. The vehicle model alone is not the relationship. Changing an existing camper ID can disconnect shops and saved ownership records.

Create a new mobile laboratory

Current Drug Creator Camper workflow in Simple mode showing that campers always use the fixed Drug Wars laboratory

The Simple editor explains the complete mobile-lab flow and explicitly identifies the fixed Drug Wars laboratory. Switch to Advanced only for the exact access, robbery, capacity, power and economy values.

Create the camper

Open Processing → Campers → New entry. Set the vehicle model and entry requirements, then choose a tier appropriate for the intended equipment. The fixed Drug Wars Lab interior is shown for reference and cannot be changed in this editor.

Define capacity and power

Set equipment and storage limits. Confirm the camper can power every machine needed by its intended recipes; required watts and equipment tier still apply inside a vehicle.

Configure ownership and security

Choose personal/faction purchase, payment and treasury accounts, resale, locks, break-in behavior and robbery limits. Keep Simple mode for the standard flow; use Advanced for exact security and illegal-power behavior.

Add it to a shop

Create or edit a Camper Shop, place the shop and delivery points, and add the saved camper as a vehicle offer with its price and payment method.

Test the owned vehicle

Buy it as a normal player. Verify spawned model, plate and keys, entry conditions, conversion, storage, installed equipment, production and restart restoration.

What players need after purchase

Players must park the supplied Journey and switch off its engine before entering.

Conversion is required by default. After entering, players open the laboratory manager (/druglab by default), fund its treasury, and complete the power, storage, ventilation, concealment, and workstation stages.

The conversion prepares the camper for laboratory use. Players still need to buy and install the actual equipment, storage, and supplies.

Make those items obtainable before opening camper sales.

Choose suitable recipes

Campers have limits on equipment, storage, and available installation places. The supplied Journey supports equipment up to tier 2 and starts with limited space.

Check Processing → Campers → Capacity and limits and compare those limits with every machine needed by your recipe. A larger-looking interior does not automatically allow stronger equipment.

Because the camper interior is fixed, balance mobile laboratories through tier, equipment slots, storage and power. Test entry, exit and equipment placement after changing those limits.

For the general production setup, see Laboratories and Production.

Ownership and security

Test locking and entry with the owner and another player. Decide which members should have access to the lab and stock.

Break-ins, theft, and security upgrades are part of the camper system. Review those options before deciding the purchase price. Players may also need money for conversion, equipment, maintenance, and protection.

Do not balance the camper only around its shop price. Conversion, equipment, fuel, maintenance, protection, and loss risk are part of its real player cost.

The supplied break-in tools include lockpick and advanced_lockpick. Make them available only through the gameplay sources you intend to offer.

Complete a camper test

Before opening sales, test one complete journey:

Purchase and collect

Buy the camper and confirm ownership, keys, and delivery.

Enter the interior

Park, switch off the engine, unlock the vehicle, and enter.

Complete conversion

Fund the treasury and finish the required conversion stages.

Produce one recipe

Install compatible equipment, supply the storage, and finish production.

Move and persist

Move the camper, park and re-enter, then verify stored stock after a planned restart.

Also check your vehicle-key and garage setup if those systems interact with the camper.

Keep the saved camper data when updating the resource so players retain their vehicles and laboratories.