Cooking
How players run supplies, cook on a portable table, get purity right, buy and run a lab, face police raids, level up and use meth in meth crafting.
This page follows a batch from the first supply run to the bag, as players see it. The values are the defaults; change them in configuration. Prompts are shown as the default key prompt (press E); with a target system, the same options are on the target.
Supply runs
Start a run
William stands at the Meth Supplies blip. Talk to him and he tells you he has connects around the area, then sends you to the first supplier: your GPS gets a waypoint and a Supplier blip, and "Your GPS has been updated".

When the server asks for payment, William names an item and a quantity first, and takes it each time a run starts. Talking to him again during a run stops the runs.
Pick up the crate
The supplier waits at one of 20 spots around the city, picked at random for each run. Walk up and Collect: they hand you a box and you get an ls_supply_crate. You're asked "Would you like to continue your supply runs?": Yes sends you to the next supplier, No ends it.
Each player gets 10 runs until the resource restarts. After that William says "No one is available right now..".
Open the crate
Use the crate from your inventory ("Opening supplies..", 2.5 seconds). It holds one item, picked among the ones you don't have yet: pseudoephedrine pills, ammonia, iodine, acetone or hydrochloric acid. Once you carry all five, it's any of them. Ammonia, iodine and acetone come full, at 100.

The table
Get a table
James stands at the Suspicious Person blip. Talk to him and he hands you an ls_meth_table, free unless the server has him ask for an item. If you already carry one he tells you to use it first.
Place it
Use the table from your inventory. After "Placing table..", a see-through table appears in front of you with the controls on screen:
| Key | Does |
|---|---|
| Q, E | Rotate left, rotate right |
| W, S, A, D | Move forward, backward, left, right (up to 5 m from you) |
| Space | Confirm |
| X | Cancel and keep the table |
The outline is green where the table fits and red where it touches something; Space on a red outline only says "You can't place that here". You can't place one inside an area the server blocks, or if you already have a table down (one each by default).

A placed table stays until it's packed up, through logouts and restarts. Other players see it too; by default anyone can use it, and the server can lock tables to their owner.
The table menu
Use the table to open Meth Table:
- Cooking | Level 1/10: your XP and a progress bar, with Next Level, Remainder and Efficiency Bonus beside it.
- Lifetime Statistics: bags produced and supply runs completed.
- Current Status: "Nothing is currently happening here", or a spinning icon and a progress bar while the batch heats or cools.
- Start Cooking: the six steps. Shown when nothing is heating or cooling.
- Pack Up: takes the table back. Shown when nothing is heating or cooling.

Six steps
Start Cooking lists the steps; finished ones are ticked and greyed out, and a step out of order says "You must complete all previous steps first". Each one is done at the table.
| Step | Needs | Takes | Gives |
|---|---|---|---|
| 1. Create Base | 1 Pseudoephedrine Pills | "Crushing pseudoephedrine..", 20 s | 1 crushed pseudoephedrine |
| 2. Mix Chemicals | the crushed pseudoephedrine, and ammonia, iodine and acetone with enough left | "Ingredient Quantities": a slider of 1 to 100 for each, then "Mixing chemicals..", 20 s | 1 liquid meth, with its purity and strain |
| 3. Heat Mixture | the liquid meth | "Heat Mixture": a temperature from 100 to 350 °C, then "Turning temperature up..", 2.5 s, then 60 minutes of heating | |
| 4. Add Acid | 1 hydrochloric acid | "Adding acid..", 4.25 s | |
| 5. Pour & Cool | nothing | "Pouring into tray..", 4.25 s, then 90 minutes of cooling | |
| 6. Break Down | nothing | "Breaking down..", 10 s with a hammer | 1 to 3 bags of meth at level 1 |
Each slider in step 2 uses up that much of its bottle: 40 on ammonia takes 40 from the ammonia's fill level. If a bottle holds less than its slider, it's "I don't think I have enough here..".
Heating and cooling run on the server, so the cook can walk away or log out. Higher levels make both shorter (see levels). When the last step is done, the table is ready for the next batch.

Purity
Every player has their own recipe: an ammonia, an iodine and an acetone value, each from 1 to 100, made at random the first time they cook. Mix exactly those and the liquid meth is 100% pure; every point a slider is off costs a third of a percent, so being 10 off on all three gives 90%. The server can give everyone one fixed recipe instead.
The temperature is next. Between 190 and 195 °C nothing changes. Outside it, purity drops the further off the dial is, by up to about a third: 100 °C takes 18% off.
Purity names the batch, one of 100 strains from Rusty Scrap at 1% to Ultimate Crystal at 100%: 1 to 30% are the low grades, 31 to 60% mid, 61 to 90% high and 91 to 100% the perfect ones. The bags carry their purity and strain; on ox_inventory they show in the tooltip.
Fumes and the gas mask
While a table is heating (step 3), anyone within 5 m of it without a gas mask on gets "The toxic fumes are causing difficulty breathing and pain", a pulsing screen effect, and loses 4 health every second. Cooling is safe.
The gas mask (ls_gas_mask) is used from the inventory to put it on and again to take it off. It comes off on its own if it leaves your inventory. The script doesn't sell or hand it out; add it to a shop or a reward.
Police reports
Every step a cook finishes has a 25% chance of an anonymous call: "Suspicious Area", code 10-87, "An anonymous caller has reported a strong toxic odor in the area near" the street, with a 100 m search area. It goes through the dispatch script picked in Config.Setup.dispatch; with none, nobody is called.
Pack up
Pack Up asks "Are you sure you want to pack up the table? You will destroy and lose any progress made on this table!". Confirm and, after "Picking up table..", the table is gone and back in your inventory, and the batch on it is lost.
Labs
Buy a lab
Benjamin stands at the Warehouse Shop blip. Talk to him for Warehouse Availability: every lab nobody owns and your level allows, with its price, where it is and a picture. Pick one, then Yes to buy, No to go back, or Set Waypoint to go and look at it first.

Six labs come with the script, from $495,000 to $850,000, paid in cash. Each player can own one. The owner gets a Meth Warehouse blip at its door. Inside, every lab is the same biker meth lab, and each visit is a private instance: only the people who entered that lab are in it.
A player who logs out inside comes back inside.
Equipment and security
A lab is bought empty. At the computer desk, Manage Facility offers the upgrades, paid in cash and delivered after a wait in real time while the server runs:
| Upgrade | Price | Delivery | Adds |
|---|---|---|---|
| Order Manufacturing Equipment | $35,000 | 2 hours | The equipment: the stash, the supply tank, the input panel, the temperature panel and both benches |
| Upgrade Manufacturing Equipment | $50,000 | 4 hours 30 minutes | The upgraded equipment set. It changes how the lab looks; cooking times depend only on the cook's level. |
| Order Security Equipment | $10,000 | 1 hour 15 minutes | Manage Security: the door lock, the camera, the stash passcode and authorized users |
One upgrade at a time. While it's on its way the menu shows Upgrade Pending and the Time To Delivery with a bar; operations, transfer and sale are hidden until it lands.


Until the security equipment arrives the door can't be locked, so anyone can walk in, open the stash and use the stations. Only Manage Facility is kept to the owner.
Cook a batch
With the equipment in, a batch runs on the lab's own supply tank: no pills or acid, just ammonia, iodine and acetone.
Add Supplies at the tank. "Refill Supply Tank" shows each chemical's level and how much room is left; enter how much to pour from your bottles (each tank holds up to 100). Your bottles lose that much, and you pour it in, about 73 seconds.

Set Values at the input panel: ammonia, iodine and acetone from 1 to 100. This is the same recipe as at the table, and purity works the same way.
Set Temp at the temperature panel: 100 to 350 °C. The lab's range is 185 to 200 °C.
At the computer, Manage Operations > Power On, and confirm. Each tank needs at least what the panel asks for ("Hmm.. I don't seem to have enough supply for these inputs"); that much is taken from the tanks, and the purity is fixed from the values and temperature as they are now.
Manage Operations shows the stage, View Supply the tank levels, View Inputs the values set. Power Off stops the batch and loses it.

The batch runs through five stages on the server, whether anyone stays or not:
| Stage | Shown as | Minutes |
|---|---|---|
| 1 | Powering on equipment.. | 1 |
| 2 | Mixing chemicals to specifications.. | 5 |
| 3 | Heating mixture to desired temperature.. | 30, shorter with level |
| 4 | Verifying mixture composition.. | 3 |
| 5 | Cooling mixture to solidification.. | 60, shorter with level |
That's 99 minutes at level 1 and 54 at level 10. At the end a Meth Tray with the batch's purity and strain is in the lab's stash. The panel values are cleared after every batch and when the lab is powered off, so set them again before the next one: a batch powered on with no values set is thrown away at stage 4.
Once in a while the power surges as the equipment powers on (a 25% chance): everyone inside hears "You hear the electrical hum as the power surges.." and the lights flicker, and if the owner is inside, police get a Power Surge call (10-25) near the lab.
Break down and bag
Take the tray from the stash to the bench. Break Down smashes it into a Meth Box (about 51 seconds), then Start Bagging at the scale weighs it into bags (about 56 seconds): 2 to 6 at level 1, about twice a table batch. Both keep the purity and strain.

Manage Security
With the security equipment in, the owner's Manage Security has:
- Door Status: lock or unlock the door. A locked door keeps out everyone but the owner and authorized users; police can break in (see police raids).
- View Camera: watch the street outside the lab's door. W and S tilt, A and D pan, Q and E zoom, Backspace leaves.
- Create Passcode, then Reset Passcode and Remove Passcode: a number everyone has to type to open the lab's stash, the owner included. Needs the manufacturing equipment.
- Authorized Users: Add User by player ID, or remove one.
Authorized users can enter a locked lab, power a batch on and off, lock and unlock the door and watch the camera. Upgrades, the passcode, users, transfer and sale stay with the owner.
Transfer or sell
Transfer Ownership asks you to type transfer, then the new owner's player ID. They have to be online, at the lab's level and free to own another lab. The passcode and authorized users are cleared.
Sell Warehouse to State asks you to type confirm. You get half the price back in the bank, every stash in the lab is emptied, everyone inside is put outside, and the lab is for sale again.
Police raids
With raids on (the default), players with a police job (on duty on Qbox and QBCore) can raid labs.
- The door. At a locked lab, police get "You are about to break into a citizen's property, are you sure you want to proceed?", then a skill check: 10 easy rounds on W, A, S and D. Passing unlocks the door; failing says "You failed breaking in - try again".
- The stash. A stash with a passcode asks the same, and a passed skill check removes the passcode.
- Confiscate Equipment. At the lab's computer, police pick the manufacturing equipment, the security equipment or both. The lab loses them, any upgrade on its way is cancelled, the passcode is cleared and the door unlocked. The owner has to order them again.
Levels
Cooking earns XP for every bag: at a table when the batch is broken down, in a lab about a minute after power on, as an estimate of the batch. Levels raise the yield and shorten heating and cooling at the table and stages 3 and 5 in a lab.
| Level | XP | Faster by | Table bags | Lab bags | XP per bag |
|---|---|---|---|---|---|
| 1 | 0 | 0% | 1 to 3 | 2 to 6 | 4 to 8 |
| 2 | 240 | 5% | 1 to 4 | 2 to 8 | 5 to 10 |
| 3 | 803 | 11% | 1 to 5 | 3 to 11 | 6 to 12 |
| 4 | 2,063 | 16% | 2 to 7 | 4 to 14 | 7 to 14 |
| 5 | 4,898 | 22% | 2 to 8 | 5 to 16 | 8 to 16 |
| 6 | 9,938 | 27% | 3 to 9 | 6 to 19 | 9 to 18 |
| 7 | 20,063 | 33% | 3 to 11 | 7 to 22 | 10 to 20 |
| 8 | 39,638 | 38% | 4 to 12 | 8 to 24 | 11 to 22 |
| 9 | 75,278 | 44% | 4 to 13 | 9 to 27 | 12 to 24 |
| 10 | 140,078 | 50% | 5 to 15 | 10 to 30 | 13 to 26 |
The level that counts is the one of whoever does the step: who starts heating or cooling, who powers the lab on, who breaks down or bags.
Using meth
Use a bag of meth from the inventory: "Sniffing meth..", 4.5 seconds. Then:
- 50 health, up to 200, and 100 armor.
- Sprinting 1.49 times as fast for 45 seconds.
- A screen effect, a drunk walk and a shaking camera for 45 seconds.
- A 10% chance to overdose: for the next 25 to 30 seconds the screen fades out and in with warnings like "You feel your heart racing as your vision fades..", then "You have overdosed" and the player dies.
Each effect can be changed or turned off in Config.Meth. A dead player can't use it.
Still stuck? Ask in our Discord: the people who write the scripts answer.
Last updated
meth crafting
Requirements, install steps, items and first start for meth crafting, a FiveM meth script with supply runs, portable tables, player-owned labs and police raids.
Configuration
Every meth crafting option in config.lua, logs.lua, strings.lua and strains.lua, with its default and what it changes.