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Creator and Catalog

Use the Drug Creator to place activities, connect recipes, and customize the supplied content.

What the Creator is for

Open /drugcreator to configure the drug activities your server offers.

The catalog is your saved list of entries. Editing it does not give players equipment, stock, or property.

For access, see Permissions.

Current Drug Creator in Simple mode showing the four navigation groups, the Simple and Advanced switch, and the Drugs catalog
  1. Choose a group: Foundation, Cultivation & Gathering, Processing or Market.
  2. Select a section below it. For recipes, choose Foundation → Processes.
  3. Open an entry by selecting its name or Edit. The smaller text under the name is its ID, useful when labels have been renamed. Select the image to enlarge it.

The counters beside each group and section show the currently loaded catalog, not a fixed product limit. Import every section restores or updates the supplied catalog; it is not the normal way to save one edited entry.

Choose Simple or Advanced mode

The Creator detail level switch is available in every Creator section.

ModeBest forWhat you see
SimpleFirst setup and ordinary balancingEssential fields; recommended hidden defaults for new equipment, workers, processes, and strains
AdvancedExact IDs, limits, risks, process steps, stock, and ownership rulesEvery available field; compatibility default for existing installations

Changing the mode does not delete saved advanced values. Simple mode only hides them. If an existing entry needs attention in a hidden field, the Creator opens Advanced mode automatically.

Simple mode makes the form shorter; it does not create a second kind of entry. Entries made in Simple mode use the same database and runtime as entries made in Advanced mode.

All 18 Creator sections support both modes:

Simple mode also keeps related values coherent while creating an entry: a worker role applies a suitable bonus preset, an equipment category applies matching power and placement defaults, a strain inherits the selected drug's plant props, and a one-step process keeps its station, step key, minigame, duration and required tool synchronized.

Choose what you want to change

Your goalOpen this Creator section
Change a product's price or effectsFoundation → Drugs
Change seeds or plant growthFoundation → Strains
Place a collection area and choose its harvestCultivation & Gathering → Drug Fields or Wild Plants
Change required materials and the resultFoundation → Processes
Place a table, NPC, or marker for processingProcessing → World Processing
Add a small recipe players can make without a tableCultivation & Gathering → Mobile Cultivation
Add a property for players to buyProcessing → Laboratories
Change a laboratory's room layoutFoundation → Interior Templates
Define machines or staffFoundation → Equipment or Workers
Sell equipment, tools, and materials to playersMarket → Labor suppliers
Define a mobile laboratory and sell itProcessing → Campers, then Market → Camper shops
Change street-sale interactions or buyer preferencesMarket → Street Sales or Buyers
Configure dealers or deliveriesMarket → Dealers or Sale Routes

A strain is a plant variety. An interior template is a configurable laboratory room layout. Campers currently use the fixed Drug Wars Lab interior instead of selecting one of these templates.

These are the English menu names. Mobile Cultivation is the section for pocket recipes, such as rolling a joint; use Strains to configure planted seeds.

Edit and save an entry

Open the correct section

Choose the group and section above, then select an existing entry or New entry.

Choose the detail level

Select Simple for a normal first setup or Advanced for the complete form.

Verify identity and status

In General, check the name and enabled state. Keep an existing entry's ID unchanged.

Configure the feature

Open the relevant tabs, such as Recipe and result for a process or Supplier products for a supplier.

Save and verify

Save, reopen the entry, and confirm your values remain. Then test the activity as a normal player.

Understand the entry editor

Every editor is divided into named sections instead of one long form. The exact sections depend on the entry type.

EntryMain editor sections
DrugGeneral, Market, Quality, Consumption Effects
StrainGeneral, Growth and genetics, Finished item, Consumption Overrides, Interaction
ProcessGeneral, Recipe and result, Quality and risk, Presentation, Process Steps
Drug FieldGeneral, Harvest, Quality, Map display, Positions
Wild PlantGeneral, Plant and harvest, Spawn behavior, Positions
Mobile CultivationGeneral, Pocket recipe, Crafting interaction, Reward and failure, Quality, Heat and police risk
LaboratoryGeneral, Access and security, Capacity, Power, Ownership and economy
CamperGeneral, Vehicle, Interior, Access and robbery, Capacity, Power, Ownership and economy
World ProcessingGeneral, Process assignment, Delayed handoff, World presentation, Positions
Camper ShopGeneral, Presentation, Vehicle offers, Positions
Labor SupplierGeneral, Presentation, Supplier products, Positions
Street SaleGeneral, Interaction, Availability, Trade rules, Limits, Outcomes, Heat and police risk
BuyerGeneral, Demand profile, Tablet contact, Appearance, Budget and behavior, Contacts and special deals
DealerGeneral, Tablet contact, Distribution, Trust and capacity, Recruitment, Dealer offers
Sale RouteGeneral, NPC contacts, Route and cargo, Payout and risk, Drop-off and vehicle, Positions

Interior Templates, Equipment, and Workers use the same section pattern but act as reusable building blocks. Laboratories reference interior templates, while laboratories and campers use compatible equipment and workers. Creating a machine does not automatically install it in an owned facility.

For a field-by-field build order, dependency map and complete examples, continue with Creator Workflows.

The easiest way to customize your server

Start with a supplied activity that already works. Change its location and price first, then test it as a player.

For a new production route:

  1. Decide how players obtain the material.
  2. Choose or create the recipe.
  3. Add every required material and tool.
  4. Choose the finished item and amount.
  5. Add the recipe to a processing location, or provide its machines in an owned lab.
  6. Make the tools and packaging obtainable.
  7. Test collection, processing, and selling.

Keep the internal IDs stable when editing existing content. Other entries may already refer to them. You can change a display name without creating a new ID.

Create referenced entries before the entries that select them. For example: Drug → Strain → Process → World Processing, or Camper → Camper Shop. A fixed laboratory additionally depends on its Interior Template. Reopen the dependent editor after saving a new parent entry so its selection list refreshes.

Importing supplied content

A fresh database does not add the supplied Creator content automatically. Open Import Defaults, preview the available entries, select the connected content you want and run the import deliberately.

The exact starter IDs, items, prices, recipes, and stock rules are listed in Default Data and Items.

The import replaces matching supplied entries in the chosen selection. A global selection can affect more content than importing one section, and required dependencies such as Drug, Interior, Process and Camper definitions must be included or already exist.

Back up your database before using manual import on an established server. Do not use it as the first response to every missing interaction.

If you do not want an activity, disable or delete it deliberately. It returns only when an administrator later selects that matching entry in another default import; startup does not restore it.

Use a manual import as a planned restore or update operation, not as a troubleshooting refresh. Preview the affected section and protect customized database values first.

Place and save an activity

Visit each location and check its position, heading, enabled state, and interaction options.

For territory-based wild spawns, select territories that exist on your server.

Save after using the placement tools. Moving something in the editor only updates the draft until you save it.

Check the item supply

Check the item names in each entry against Inventory Items. Missing-item warnings appear in the server console.

Make required items available through a supplier, shop, or reward.

Some inventories need additional setup or images. Follow Inventory Items, then test buying, using, and consuming the actual items.

Which settings take priority?

Use the Creator for individual activities and locations. Use /jobconfig for general options when it is enabled.

If a change appears to do nothing, reopen the saved entry first. A recipe's own duration or a saved shop price may still be different from the general default you changed.

Continue with Overview and First Setup for a complete example, or use Configuration and Settings to find the owner of a system-wide option.