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Selling and Distribution

Set up buyers and delivery routes, then add dealers and larger businesses when the basic sale flow works.
Drug distribution with product listings, route contacts and a street exchange

Distribution turns finished inventory into an offer, delivery or street interaction. Buyer rules, quantity, quality, risk and payout are evaluated together.

Start with one way to sell

Start with street sales, then add other options.

Every sale method uses the real batch, buyer, market, risk, and payout state. A product's base price is only one part of the final offer.
OptionWhat the player does
Street salesOffers goods to a nearby NPC and negotiates
Buyer contactsBuilds a relationship and fulfills requests
DealersLeaves stock with a dealer to sell over time
Delivery routesTransports goods to a destination
Business networkManages staff, hubs, deliveries, and contracts

Set up street sales

In /jobconfig → Crime System, check Drug Market → Market Enabled. Then open /drugcreator → Market → Street Sales → Ambient Street Sales (street_sale_default).

Enable the street-sale entry

Under General, keep street_sale_default enabled.

Configure the interaction

Under Interaction setup, verify the key, distance, and permitted NPC models.

Match available stock

Under Trade rules, choose a quantity range players can meet with the finished product.

Review outcomes and risk

Check Customer outcomes and Heat and police risk, then save and reopen the entry.

Buyer profiles determine what the NPC wants and how it reacts. For a first sale, keep an accessible profile such as Market → Buyers → Casual Street Buyer (buyer_street_random). Its Ambient appearance settings must allow it to appear as a street buyer.

Test with a simple finished product, such as weed_baggy. Approach a suitable NPC, offer the product, and complete the dialogue.

Buyers can refuse, negotiate, scam players, or report the encounter. Test several interactions.

After a successful sale, confirm that the stock decreases and the intended money account receives payment. The usual drug-sale payout account is black_money, but individual systems can use different accounts.

The starter street-sale entry offers 1–6 units, runs all day, requires no police, and uses the configured global sale payout account.

Match the buyer to the product

A buyer may care about quality, freshness, contamination, packaging, or quantity.

For example, a premium buyer expects better stock than an ordinary street buyer. A bulk buyer may require a larger package. Raising the product price does not make unsuitable stock acceptable.

Open Market → Buyers → Demand profile and compare these requirements with the product players can actually produce. Use Budget and behavior for spending and reactions. For a starting buyer, avoid requirements that a new player's production setup cannot meet.

If stock is unavailable for sale, also check whether it is already assigned to a dealer or delivery.

Set up a delivery route

Open Market → Sale Routes and select a route.

Define the cargo

Under Route and cargo, set accepted drugs and the quantity range.

Balance payout and risk

Check payment, duration, police requirements, and alert chance.

Configure transport

Under Drop-off and vehicle, verify the delivery area and vehicle restriction.

Place contacts and locations

Configure NPC contacts and Positions, save, and visit both points before testing the route.

Visit both points yourself. Make sure the required vehicle is obtainable and the required number of police can realistically be on duty.

Large packages can contain several sale portions when their product definition configures that amount. The supplied weed_premium_jar currently has no such product mapping and therefore counts as one inventory item and one sale portion. Its recipe consumes five weed_cured, but that input amount does not make the finished jar five delivery units.

Test the entire route as a player: start, travel, deliver, lose the correct stock, and receive payment.

Optional: contacts and dealers

Players discover contacts through activities and referrals. Trust affects information and offers; rumored contacts may not yet accept deals.

Make the intended discovery tools or activities available. If you use the dealer guidebook, provide its configured item, dealer_guide_book.

Dealers sell assigned stock over time and keep a commission. Open Market → Dealers: Distribution setup controls the sale mode, commission, quality requirement, and payout account; Trust and capacity controls access and how much stock the dealer can handle. Players should not expect an immediate payment when assigning stock.

Hired dealers also have upkeep. Include pay and protection in the expected cost of running the operation.

For a first dealer test, assign a small amount, wait for its sale cycle, and check the remaining stock and payout after commission.

Optional: changing market prices

Demand can change with supply, repeated sales, local conditions, and market events. Saturation means that selling too much into the same market reduces demand or price.

When testing prices, use comparable products and buyers. Quality, packaging, location, demand, and dealer commission can all change the final offer.

Set product base prices under Foundation → Drugs → Market. Compare the sale income with material costs, packaging, production time, equipment upkeep, and expected losses.

Optional: a larger business

The business network adds staff, storage hubs, routes, contracts, and progression.

Before making larger contracts available, ensure players can produce the required stock and reach the delivery locations. Review wages, transport costs, deadlines, and failure penalties alongside the rewards.

Use Quality, Consumption, and Risk to understand the other factors that affect product value and operational risk.