Making coke
How players gather coca and cement, grow plants, cook bricks at portable tables and in labs, what sets purity, and how labs are bought, upgraded, raided and sold in coke processing.
This page follows coke from the field to the bag, as players see it. The values are the defaults; change them in the configuration.
Supplies
Rusty's Shop
The farmer stands at the Farmer blip in Grapeseed. Target them and choose Talk to open Rusty's Shop, pick an item, enter a quantity and pay in cash. You have to be within 15 m of the farmer.
| Item | Price | Used for |
|---|---|---|
| Watering Can | $15 | Watering plants. Comes with 100 durability. |
| Fertilizer | $20 | Feeding plants. Comes with 100 durability. |
| Plant Pot | $10 | One per plant |
| Shears | $150 | Searching wild plants and harvesting. Never used up. |
| Baking Soda | $15 | Cooking crack and cutting bricks |
| Empty Baggy | $5 | Packaging, one per bag |
| Gasoline | $50 | The gasoline step. Comes with 100 durability. |
| Coke Table | $5,000 | A portable table |
Seeds aren't sold: players find them in the coca field and get them back from well-kept plants.
The coca field
The Coca Field blip marks a field near Grapeseed with 49 wild coca plants. Target one with shears in your inventory and choose Search. After 6 seconds you get a coca leaf, with a 5% chance of a coca seed as well.
A searched plant has nothing for anyone for 3 minutes. Each player can collect 100 leaves from the field until the script restarts; after that they're told "You feel like you should take a break".
Cement
Cement comes from pallets at a construction site in the city, starting around -486.75, -1051.96. There is no blip. Target a pallet and choose Take cement for one bag of cement with 100 durability.
A pallet is empty for everyone for 3 minutes after a take, and each player can take 25 bags until the script restarts. Each take has a 5% chance to alert the police.
Growing
Plant a seed
Use a coca seed from your inventory, with a plant pot in your inventory as well. You can't start if you already own 5 plants, or if you stand in an area the server keeps plants out of. A see-through plant appears in front of you:
| Key | Does |
|---|---|
| W, S, A, D | Moves the plant |
| Space | Puts it down |
| X | Cancels and keeps the seed |
The outline turns red where the plant would go inside an object or onto ground that isn't an allowed soil type, and it only goes down where the outline is green. Keep it within 5 m of you. The seed and the pot are used when it goes down.
Caring for a plant
Target a plant and choose Check status to open Coca Plant: your level, Lifetime Statistics, then Water, Fertilizer, Growth, Yield, Harvest and, for players allowed to, Destroy.

- Water pours the watering can: it adds 8 to 13 points of water and takes as many points off the can's durability.
- Fertilizer does the same with fertilizer, 10 to 15 points. The menu shows the level as hunger.
- A plant starts at 85% water and 85% fertilizer, and loses a little of each about every 15 seconds. Below 70% in either one, its yield starts to fall. At 20% in either one, it dies and is removed.
- Growth rises about every 15 seconds and reaches 100% in about 100 minutes. The plant moves to its next stage at 40% and again at 90%.
- Yield starts at 100% and only goes down.
Water and fertilizer can't be added once a plant is fully grown. Plants keep growing while nobody is near them, and they stay through restarts.
Harvest
At 100% growth, choose Harvest with shears in your inventory. A plant gives 3 leaves for every 10% of yield, so 30 at full yield, and gives its seed back when the yield is 95% or more.
Anyone with shears can harvest a grown plant. The XP and the lifetime stats go to the plant's owner.
Destroy
Destroy removes a plant for good, after a confirmation. By default anyone can destroy any plant. With planting.anyone_destroy set to false, only its owner and the police can.
Cooking at a table
Place the table
Use the coke table from your inventory. Each player can have one table out. A see-through table appears: Q and E turn it, W, S, A and D move it, Space puts it down and X cancels. It goes down only where its outline is green, clear of walls and objects.
Tables stay where they are through restarts, along with the batch on them. Anyone can use a table, take what's on it and pack it up, and packing up gives the table to whoever packs it. Set table.locked to true to keep each table to its owner.
The steps
Target the table and choose Use to open Cocaine, then Production:
| Step | Takes | Gives |
|---|---|---|
| Process Leaves | 20 coca leaves | 1 ground coca |
| Add Gasoline | 5 ground coca and some gasoline | 1 unfinished coca base |
| Add Cement | 1 unfinished coca base and some cement | 1 coca base |
| Heat & Dry | 1 coca base | 1 cocaine brick, after 60 minutes |
| Package | 1 cocaine brick and empty baggies | 10 to 20 bags of cocaine |
One brick takes 100 leaves.
Add Gasoline and Add Cement ask how much to add, on a slider from 1 to 100, and take that much off the gasoline can's or cement bag's durability. The amount sets the purity: see purity.

While a batch heats, the menu shows In Progress with the minutes left. Once it's done, Take Product gives the brick to whoever takes it, and the table's owner gets the XP. Package needs 20 empty baggies in your inventory and uses one per bag it makes.
Pack Up puts the table back in your inventory. It shows only while nothing is cooking.
Crack and cutting are lab steps by default. Uncomment steps 6 and 7 in cooking.table to offer them at tables as well, and the crack brick and crack bag lines in step 5 so crack can be packaged there.
Purity
Every batch starts at 100% purity. Add Gasoline and Add Cement each compare the amount with a window of five values, such as 37 to 41. Inside the window, purity stays. Outside it, purity drops, the further off the more, by up to 25 points at a table and up to 20 in a lab. So a batch ends between 50% and 100% at a table, and between 60% and 100% in a lab.
With cooking.unique on (the default), every player gets their own two windows the first time they play, and has to find them. Turn it off and everyone shares the windows in the config: gasoline 5 to 9, cement 15 to 19.
Purity is item metadata: the coca bases, the brick and every bag made from it carry it, and ox_inventory shows it on the item. A selling script that reads metadata can pay by it.
Using the product
Bags of cocaine and crack can be used from the inventory. After a 4.5-second animation, one bag is used and the player gets 100 armor (up to 100), sprints 1.49 times as fast for 30 seconds, and has a blurred screen, a drunk walk and a shaking camera for 30 seconds. Each effect can be changed or turned off, and health added, in consumables.
Labs
Buying a lab
The Lab Shop blip marks the lab dealer. Target them and choose Talk: Lab Availability lists every lab nobody owns that your level allows, with its price, a line about it and a picture. Pick one, then Yes to buy it with cash, or Set Waypoint to see where it is first.

| Lab | Price | Stashes |
|---|---|---|
| A modest lab located in Textile City on Little Bighorn | $100,000 | 1 (50 slots) |
| A conveniently located lab in Murrieta Heights | $125,000 | 1 (75 slots) |
| A lab located in Cypress Flats with extra storage | $150,000 | 2 (75 and 25 slots) |
| A large lab located in the heart of Del Perro | $175,000 | 1 (100 slots) |
| A re-purposed church with lots of storage | $250,000 | 3 (75, 50 and 50 slots) |
Each player can own one lab, and the owner gets a Coke Lab blip on it.
Inside
Every owned lab has an Enter prompt at its door. Each lab is the same interior, the biker cocaine lockup, in its own routing bucket. Inside are Exit, a Use prompt at each station, an Open stash prompt at each stash, and the laptop with Manage lab for the owner and authorized users.
A new lab is unlocked and has basic security, so anyone can walk in and use it until its owner installs security and locks the door.
A player who logs out inside is put back in the lab when they join again.
Lab steps
A station's Production menu has seven steps:
| Step | Takes | Gives |
|---|---|---|
| Process Leaves | 20 coca leaves | 1 ground coca |
| Add Gasoline | 5 ground coca and some gasoline | 1 unfinished coca base |
| Add Cement | 1 unfinished coca base and some cement | 1 coca base |
| Heat & Dry | 1 coca base | 1 cocaine brick, after 45 minutes |
| Cook Coke | 1 cocaine brick and 1 baking soda | 1 crack brick, after 30 minutes |
| Cut Brick | 1 cocaine or crack brick and 1 baking soda | 2 of that brick at 65% of its purity |
| Package | 1 cocaine or crack brick and empty baggies | 10 to 20 bags of cocaine or crack |
Each station runs its own timed batch, so a basic lab heats three at once and an upgraded one five. Lab steps are quicker and pay more XP than the same steps at a table, and whoever takes a batch gets its XP. A brick can be cut once.
Upgrades
At the laptop, Manage Lab shows the owner Upgrade Equipment, Install Security and Ownership. An upgrade is paid in cash and takes a set time while the server is running; Upgrade Pending shows how long is left, and one runs at a time.
| Upgrade | Price | Time | Adds |
|---|---|---|---|
| Upgrade Equipment | $15,000 | 60 minutes | Stations 4 and 5, and the upgraded interior |
| Install Security | $10,000 | 30 minutes | The Security menu |
Security
Once security is installed, Security offers:
- Door Status locks or unlocks the door.
- Authorized Users: Add User by player ID, then pick a user to Edit Permissions or Remove User. Authorized users can always enter and use the lab. The owner chooses whether each one can also lock and unlock the door, view the camera, and add or remove users; a new one starts with none of the three.
- View Camera looks out from above the lab's front door. W, A, S and D turn the camera, Q zooms out, E zooms in, and Backspace leaves.
- Create Passcode, Change Passcode and Remove Passcode, for the owner: a passcode that owners and authorized users type to open the stashes.
Raids
Owners and authorized users walk into a locked lab. Anyone else can only break in, and only when the server allows it: police with raids.police and other players with raids.players, both on by default. They confirm Break In and pass a skill check of seven rounds on W, A, S and D; a failed check keeps them out. A stash with a passcode is broken into the same way. When raids are off for them, the door stays locked and the stash asks for the passcode.
Police inside someone else's lab get Confiscate equipment at the laptop. They pick Manufacturing Equipment, Security Equipment or both, and the lab loses those upgrades on the spot. It also loses its passcode, its door unlocks, and an upgrade in progress is cancelled.
Transfer and sell
Ownership > Transfer hands the lab to another player by their server ID. They need the lab's level and room under the lab limit, and the passcode and authorized users are cleared.
Ownership > Sell asks you to type confirm, then pays back 50% of the lab's price in cash. Upgrades aren't refunded, the stashes are emptied and everyone inside is put out.
Inactive labs
A lab nobody enters or uses for 30 days goes back on sale. Anyone inside is told "This lab has been reclaimed by the state due to inactivity" and put out, the stashes are emptied, and there is no refund. The server checks every 15 minutes.
Levels and stats
Searching the field, harvesting your own plants and every cooking step earn XP.
| Level | XP |
|---|---|
| 1 | 0 |
| 2 | 2,500 |
| 3 | 10,000 |
| 4 | 20,000 |
| 5 | 50,000 |
| 6 | 100,000 |
Levels gate nothing until you set them: each farm, lab and consumable, and the lab dealer, has a level that starts at 1.
The plant, table, station and lab menus show your level, your XP and how much more the following level needs. Lifetime Statistics counts the leaves you've collected, the plants you've grown, the cement you've taken and the bricks you've produced.
Police alerts
With a dispatch script running, these can alert police:
| When | Chance | Alert | Where | Setting |
|---|---|---|---|---|
| Taking cement | 5% | Theft Reported (10-31) | The player | cement.dispatch |
| Choosing a table step | 5% | Suspicious Area (10-87) | The player | cooking.dispatch.table |
| Choosing a lab step | 5% | Strong Odor (10-87) | The lab's front door | cooking.dispatch.lab |
Set a chance to 0 to turn that alert off. The police jobs are setup.police.
Still stuck? Ask in our Discord: the people who write the scripts answer.
Last updated
coke processing
Requirements, install steps, items and first start for coke processing, a FiveM coke script with wild coca fields, coca growing, portable tables, purity and labs players buy.
Configuration
Every coke processing option in config/shared.lua, config/client.lua, config/server.lua and config/icons.lua with its default, plus the text UI and language files.