Jump to content

Recommended Posts

Posted

f02d5d77-a74b-4566-85f3-6d21a649167d.thumb.png.addfd7495249aa40297337d5bb0d10de.png

 

Drug system overhaul is live

Spent the last few days rebuilding the drug system from the ground up. It's a lot, so I'll keep this skim-friendly. Short version: if you want to deal, you grow it, cook it, weigh it, bag it, and sell it to actual players. No more NPC dealers, no auto spawn customers. The whole loop runs on real characters.

Cannabis got the full treatment

Plant a strain seed in a grow setup, water it, harvest wet buds, then you actually have to do something with them. /trimweed runs a little minigame where you snip leaves off the bud. /dryweed hangs it on a drying rack for about 30 minutes (don't leave it longer than 90 or quality drops a tier). /curejar seals it for two hours and unlocks the premium tier if you wait it out. You can also /presskief to sift trichomes, /presshash to compress those into hash, /makebutter for cannabis butter, and /bakeedible for brownies.

Quality propagates the whole way through. A weak plant trimmed perfectly still caps at medium. A premium plant rushed through cure won't hit premium.

Eight lab drugs

Cocaine, meth, heroin, MDMA, LSD, fentanyl, DMT, and crack. Every one is a multistage recipe with real precursors. You source them, you cook them in order, and each stage runs a minigame. The engine looks at your inventory and figures out which stage you can run next, so you just type /cookcocaine (or /cookmeth, /cookheroin, etc.) and it picks up where you left off. Quality flows through stages the same way it does for weed.

Mushrooms

Whole separate flow. Buy a grain jar and a spore syringe at the Davis Head Shop (more on that in a sec). /sterilizejar pressure cooks it, /inoculate injects the spores, then it colonises for about an hour before /checkcake turns it into a fruiting cake. After that you /mistcake to keep the humidity up (every five minutes counts, more often doesn't help) and /harvestflush to pull mushrooms. You get up to three flushes per cake. /drymushrooms takes about thirty minutes per batch and that's your final product.

Davis Head Shop

The old Hydroponics shop got a rebuild. New name, new UI, two tabs. Cultivation Supplies has all the grow gear (seeds across 105 cannabis strains, grow setups, lighting, nutrients, the new drying racks and cure jars) plus the new digital scale and baggies. The Head Shop tab carries the mushroom kit (grain jars, spore syringes) and the harm reduction stuff (Marquis kit, Mecke kit, fentanyl test strips). There's a legal notice at the top of the Head Shop tab. Spore syringes are sold for microscopy. What you do with them is on you. Walk up to the marker and press E.

Weighing, bagging, cutting, selling

Drug bags now carry exact grams. /weigh tells you what's in a bag (need a digital scale on you). /bag splits a parent bag into a smaller baggie with the exact amount you specify, so you can portion off a 3.5g eighth from your big stash. Quality and any cuts carry over to the smaller bag.

/cut lets you mix something into a drug bag to bulk it up. Bumps the gram weight, doesn't add quality, and leaves a paper trail in the bag's metadata.

/sell does hand to hand sales. You need to be within 3 metres of the buyer. Pass it the player ID, drug, grams, and price. Cash moves, drug moves, both of you get a row in /relationships which shows your last 20 trade partners. Nobody else can see your relationships list. It's just for you.

Test kits actually matter now

If you /cut your heroin with fentanyl and sell it to someone, and they don't /testdrug it first, they're rolling the dice. Marquis and Mecke kits flag any unexpected adulterants in your bag and tell you the quality. Fentanyl test strips do one thing only, but they do it well: positive or negative, take it or don't.

This is also why the head shop sells these openly. Same reason real ones do.

Addiction, withdrawal, overdose

Every time you use a drug, your tolerance to it goes up and your last use time gets stamped. Go too long without a dose and you start feeling it. Mild withdrawal looks like a faint screen tint, severe withdrawal taxes your HP regen until you score or detox. The visual is per drug. Opioid withdrawal feels different from stimulant withdrawal.

Overdose is real. The math compares your dose to your tolerance and a per drug lethal baseline. New users overdose easy. Long term users have to take more to hit the threshold, which is why heroin and fentanyl ODs are usually old hands who got an unexpectedly pure batch. When it triggers, you go down into the injured state and start bleeding out. You have five minutes.

Naloxone

  New item. Anyone can carry it. If you're standing next to someone who just OD'd on heroin or fentanyl, /naloxone  and you can pull them back. Only works on opioids, only within the five minute window. Get it from medics or pretty much anyone who's been smart enough to stock up.

Detox

Cleaned up for $1,500 at Pillbox Hill Medical Center. /detox there wipes every addiction record you have. Withdrawal stops on the spot. Worth it if you've been hitting heroin hard and want a fresh start.

A few honest notes

A lot of the minigames are running through a shared click target visual for now while I build the per drug panels. The mechanics are real (your score affects quality, timing affects yield), just the visuals are placeholder. They'll get prettier soon.

Naloxone doesn't have a vendor yet. If you want some, ask a medic or wait for the pharmacy add I'm planning.

That's the whole loop. Grow it, process it, weigh it, bag it, optionally cut it, sell it, log it. Players move every gram. Have fun.

 

  • Like 2
×
×
  • Create New...